Tuesday, 22 April 2014

Last Cthulhu fragments from EYECON Game

Poor guy who did this got legal trouble but i will happily repost.
A great one here too....
A real chic tract where a pedophile is introduced to jesus by Dr instread of legaly informing the law as obligated to do so - space monsters make more sense
This is real horror - Jack would forgive a repentant Hitler but not Ghandi
I have one tract where murder is hung and goes to heaven but sheriff who stopped him burns in hell

I will be prepping for my big birthday double session heroes in hell DnD game this Friday ANZAC day holiday so a few posts on the way for that

My last EYECON left overs - a summary of Cthulhu characters for con game
I will reuse for next Con gam to make life a bit easier but work on story more
These characters + last post dread secret card worked really well

Sebastian Jager - Psychoanalyst aged aged 45 who wants to know what drives men to darkness
Ursula Eichman - Chemist Prodigy  aged 19 with a thirst for knowledge
Erika Keller - Police Woman aged 25 who strives to make the system works
Gunther Glocker - Scholar aged 46 who seeks hidden knowledge of mankind
Andreas Decker - Cavalry Officer aged 28 home after years of actin in the colonies
Heinrich Koenig - Secretary aged 24 assistant to corporate mastermind
Silke Fastbinder - Aviatrix aged 24 record breaking pilot adventurer
Axel Fruehauf - Idle Rich aged 21 curious and bored
Oskar Gotlieb 1129 - Worker aged 23 will try anything to escape drudgery of undercity
Wilhelmina Gerber -Film Director aged 20 media darling and socialite
LuLu Kaiser - Dancer and actress aged 20 party girl with brains and brawn meant for more

A big list of German names would help regular play so might get some prepared

Monday, 21 April 2014

Cthulhu Metropolis Dread Secret Cards

 These were props to get my EYECON game moving faster (and added a gold coral fragment like ones in Polynesia and Insmouth). Worked very well and I got to give retirement stories for characters. Aas I cut and pasted character sheets from Byakee character generator and it does not have jpg or pdf output so i cant post them but will give brief summaries here too. Realized did not have the dreamer card to use Babylon tables with but have added now and some more. Feedback or more ideas welcome from any mythos or tween war cinematic horror/sf welcome.

Post Crash Map Heaven & Future Con Ideas

 Probably not news to many and there are a few geomorph generators out there but to me biggest flaw in every metamorphosis alpha version is lack of interior maps and geomorphs. FASA awesome Traveller scenrio the third part of skyraiders series included several geomorphs that were awesome and i used in SF games for years.

As I have been working on my gammaworld, planet psychon, metamorphosis clone games I have longed for some maps.

So found some links in & magazine which is awesome (im runing their adventures too in my DnD game)

So this page http://www.wizardawn.com/rpg/index.php has done it. I dont like some of the generators but the scifi maps generator with options for buildings, ships and generation ships (exodus ships) with habs will be very useful in many of my games.

Ultimate Mutant Adventure has options to use space geomorphs too. World maps has good apocalypse and sf maps and the key is nice. All I will use.

Hearing of plans for oldschool events in Sydney pretty awesome - came up when I mentioned the growth of the oldschool section in shops. Someone called me Sydney patron saint of oldschool which is kinda nice.

As I was planning on using my Gammaworld Beaver Island Setting and make my own metamorphosis alpha game for next con this is even better. Now I can do something silly for normal con and get my oldschool mojo on for this.

realy I started gaming 82 with fighting fantasy and other gamebooks but wasn't till 84 had enough friends interested to play DnD ind 2nd year high school. I joined a club full of greybeard weirdos and war vets so I was exposed to older games and memes.

70s games i could Run
*RQ2 Glorantha
*Metamorphosis Alpha
*Empire of the Petal Throne
(My buddy Herbie wants to run Boot Hill)

80s games
Star Frontiers (I used to love vehicle combat + Dragon add ons)
Top Secret SI (one of TSR best Products and I really liked FREElancers and Agent 13)
*Gang Busters - I have considered running trouble brewing as a day long drop in and out game with a police vs syndicate game
*Gammaworld (favorite is 2nd ed more 80s - id love to get a set again)
Stormbringer - i prefer old version
*TSR Marvel Super Heroes

*my preferred choices considering only run 3 a day

Last year I was a bit over running same game 6 times but this year they let me run 3 games twice which was tiring. If the oldschool con happens I might run 3 sessions of 2 game or try 2 sessions for 3 days as fatigue did set in. If all this happens I will probably try my Cthulhu Metropolis again as work gone into it paid off and I can work on more detailed adventure in setting. If I can think of a sequel to Octopus Princesses I might, or I might be on some new gonzo kick by then. I'm missing planet Psychon.

Two silly urges I have are to guy a thousand dollars of boffle larp weapons and use in my business to run workshops in schools and holiday programs. Also considered getting a bunch of the Dark Future clone kits available and mod up some hot wheels cars and run my BRP carwars/autoduel/cyberpunk/dark future setting again.

Sunday, 20 April 2014

Long Stairs - Briefings and Basecamps

Long Stairs Prep For EYECON
I will at some point rebrand whole project so I can own my version which is quite different from the group forum one I was inspired by. The project weaned me from d20 to d40 to d100 tables, made me start my dungeon zones and many more influences on many games. Shame not more interest from people despite what it has done for me.

The Basics
Modern Special Forces vs Gygaxian Ecology. A hostile dungeon dimension is acceptable via Maralinga nuclear test site in South Australia. Players generate four zero level characters. Military characters have d6 HP two weapon skills and one non weapon, Mission Specialists or Officers have d4 HP handgun skill and two non weapon skills. There is a high attrition rate for green personnel in the zone of 50% in first engagement.

Surviving personnel become increasingly acclimatised, some even becoming familiar with zone methodology and practises.

Operation Alice
You have been recruited by Experimental Operations Command EXOPCOMD. Publicly you have been sent overseas on a peace keeping mission. In reality you have been deployed to camp Alpha the main operating base, an underground complex with a standing population of 4000 personnel beneath a military airfield in the Maralinga exclusion zone. You have been briefed, provided special training and prepared to enter the Zone for deployment at one of three forward bases or smaller camps.

The zone is through the aperture, a point of instability through to another hostile universe. Was unstable in the 50s and 60s becoming confirmed and regular in the 70s and 80s and has been permanent since the 90s. A nuclear blast door and fortifications defend the Aperture. Existence of other entries is classified but other nations including USA, Russia, China, Britain and France operate permanent entries with a smattering of other nations operating unstable temporary opening points. Russian criminal organizations have been observed also. Ukrainian situation is currently unclear.

The zone appears to be built by unknown persons. It's topography is inconsistent and unstable. It is inhabited by what is best described as monsters, some which are intelligent and humanoid. No nation has discovered a surface if there is one. Various styles of zone have been documented.

The main deployments from Australian deployments are Redbrick Zone (a booby trap filled "dungeon"); Goblin Mine Zone (an abandoned mine occupied by small aggressive humanoids and worse) and Alcheringa Zone (classified and to be avoided).

Having completed basic training you will be moved to forward base camp Beta to begin training in patrol and perimeter defense. Those that perform well will be selected to be deployed in the front line camp Gamma.

Your main duties for the moment will be be defence of base camps and civilian mining contractors, exploratory survey missions.

Basic Warnings:
  • Do not make any unauthorised contact with any life forms human looking or otherwise in the Zone
  • No taking of personal trophies allowed, all creature remains and artifacts are to be documented and bagged
  • All personnel subject to regular medical and psyche evaluation, unusual behavior or breaches of regulations are to be reported
  • Avoid ingestion of food found in the Zone or sexual contact with denizens of the Zone
  • When deployed in the field avoid separation from your squad even for toilet purposes unless instructed
  • All personnel will be issued birth control implants
  • Making personal caches of equipment or artifacts is a criminal offense
  • No unauthorized personal contact outside of the base to be made
  • Foreign military forces are to be treated cordially
  • Unauthorized civilians or criminal are assumed hostile and shot on sight
  • Grenades are useful tool but limit recovery of artifacts, prisoners and specimens

Unauthorised Goods in the Field:
  • Personal ID or photographs of any kind
  • Computer games, mobile phones, cameras or any non issued personal electronic devices
  • Unauthorized Weapons
  • Tobacco, recreational drugs, pornography, sexual devices

Part 1
Guard duty at forward observation camp Delta
Guarding from entrenched position vs humanoids
Waves of orcs attack 200-300
Help loot and fill mass graves

Patrol Redbrick ZoneL
Look for missing personnel in kobold and trap filled maze

Part 3
Patrol for various friendly and hostile contacts on controlled frontier
Kobolds partly built new level in secret - routine patrol to halt attempts to continue

Part 4
Recon new territory
Explore on log range patrol 4 days

Part 5
Assault or other mission vs hostiles
Capture or destroy person/entity of interest in hostile territory


The Australian Army’s current in-service grenades are used in all operations; some of these are Coloured Smoke, Anti-riot CS, Stun Multi, Sound and Flash Special Purpose, Incendiary and Fragmentation.

Weight - 370 grams

Roll 1d12 for direction of a miss
Short Range = STRx2 1d8 meters off aim on a miss
Medeum Range =STRx4 -2 hit 2d8 meters off aim on a miss
Long Range =STRx6 -4 hit 4d8 meters off aim on a miss

The F1 Fragmentation Grenade
Fragmentation - 30 grams of HE mixture and approximately 4000 x 2.5 millimetre steel balls
Lethal Radius - 6 metres 3d6
Casualty Radius - 15 metres 2d6
Danger Radius - 30 metres 1d6-1

Other Types

Coloured Smoke

Anti-riot CS
-Lethal Radius - 6 metres-2 CON save
-Casualty Radius - 15 metres  CON save
-Danger Radius - 30 metres +2 CON save
If fail do best to move away at all costs, cant act till one round out of gas
If save can act at -4, need to roll to concentrate if casting spells

Stun Multi, Sound and Flash Special Purpose
-Lethal Radius - 6 metres 1d4 -4 CON save 2d6 rounds stun
-Casualty Radius - 15 metres 1d3-1 CON save 1d4 rounds stun
-Danger Radius - 30 metres +2 CON save 1 round stun

-Lethal Radius - 6 metres 2d6 plus burn 1d6 rounds for 1d6
-Casualty Radius - 15 metres 2d4 plus 1d4 rounds for 1d4
-Danger Radius - 30 metres 1d4 plus 1d3 rounds for 1pt

Other KitI stole this from reserve instructable on how he packs his kit

1 - styer magazine (20rd)
2 - styer magazine (30rd)
3 - folding knife, fifty% straight 50% serated
4 - multi use cream, good for cuts and burns, also makes good lipbalm
5 - canteen
6 - heximine, a chemical compound used for cooking as gas stoves aren't allowed
7 - heximine, stove used for cooking with heximine
8 - hand towel, used for drying hands and/or eating utensils
9 - japara, rtain jacket, also warms you up as no heat can escape
10 - gloves, try to keep them thin but still warm, dont have them to thick or you have to take them off to pick small things up.
11 - balaclava, or a beanie whochever suits they're good for night time activities and sleeping
12 - spoon, or kfs (knife, fork, spoon) i prefer a spoon because it doesnt rattle as much
13 - canteen
14 - canteen cup, canteen fits inside and fits nice and tight into pouch
15 - first aid kit, i keep thsi one fairly small with only the essentials for a 'quick fix'
16 - hootchie cord, thin nylon rope used for assembling hutchies (shown later)
17 - baby wipes, multi use including cleaning eating equipment and wiping your ass
18 - tie straps, good for tying things together
19 - sun screen
20 - duct tape
21 - camouflage cream, keeps you well hidden
22 - electical tape, good for tying things together without tie straps
23 - cloth, good for polishing and cleaning rifles, waterproof bag, good for keeping maps and other things that CANNOT get wet
24 -leatherman multitool
25 - lighter, make sure it is disposable you don't want a zippo going missing out field
1 - hootchie cord , varying sizes and thicknesses depending on what i need it for
2 - rations, those that are given to me on camp
3 - heximine, spare
4 - mess kit - contains 2 bowels a kfs set and teatowel but i dont use these at all
5 - heximine stoves, spare as they get ruined pretty quick
6 - spare notebook and stationary, incase i lose, run out of something and need to replace
7 - first aid kit, this is the big one for big things that are serious
8 - torch, actually part of the first aid kit but it wont fit in
9 - emergency rations, incase i or others run out and are desperate for food
10 - spare canteen cup
11 - toiletries, keep showering stuff in here as well as insect repellent and a toothbrush with toothpaste
12 - spare canteen
13 - roll mat, not vital but its good for dead weight and makes a god make-do rocket launcher
14 - hutchie and tent pegs, the vital equipment for staying drying whilst sleeping clip two together and it makes a tent
15 - sleeping bag and pillow, vital for staying warm but i only carry the pillow for dead weight
16 - vest, the step down from a jumper but still warm
17 - jumper, fairly warm but really uncomfortable and picks up a lot of dead ground
18 - water proof bag and underwear, bag is for keeping your uniforms dry and underwear is so you can have a change in you need to
19 - socks, try to change them every three days earlier if possible
20 - undershirt and shirt, for a quick change into something clean and dry
21 - pants, same as above

Combat Ration One Man
From Wikipedia

A complete 24-hour ration pack that provides two substantial meals per day and a wide variety of drinks and snacks for the remainder of the day. Most items, such as Beef Kai Si Ming, Dutch-style Beef with Vegetables, Beef with Spaghetti, Baked Beans, Sausages with Vegetables, or Chicken with pasta and vegetables, are packed in 250 gram sized plastic-foil retort pouches. Included with every meal pack is a pouch of instant rice or instant mashed potatoes, a fruit and grain bar, 2 envelopes of instant drink powder, some biscuits, an "Anzac Biscuit," a chocolate bar, M&M's, coffee, tea, sugar, crackers, cheese spread, jam, sweetened condensed milk, hard sweets, and Vegemite. It is packed in a tough clear polyethylene bag and weighs around 1.5 - 1.7 kg (3.3 - 3.75 lb). In practical use, these packs are "stripped" by removing and trading with other soldiers, those components that are unlikely to be consumed by the person carrying the pack.

My friends would dump lot and bring tiny packs of cheese and tiny baked bean tins for 2 days or less

Saturday, 19 April 2014

EYECON day 2 + Long Stairs Pregens

A really good day but tired. Feels like exam mode after days of prep. One player said I was best prepped GM which was nice. Another player who made the long stairs wiki had read all my stuff and said nice things too which was a huge surprise. So always nice to receive acknowledgement.

Talk of an oldschool rpg Con - 70s and 80s games.

If it happens i can do metamorphosis alpha and RQ2 glorantha and possibly empire of the petal throne one day and possibly gammaworld and Marvel superheroes TSR version on 80s day. A cheeky lad asked which thulhu gme I ran. I said old one he said didnt know so I said one been around for 30 years. I have a preference for BRP or 1980s d20 and i dont really see need to try new things that have yet to interest me. I like a bit of crunchy wargamer derived rules that i can strip down or up if needed. I have many other RPG's i mostly use for ideas. 20 years away from DnD and now I find simple abstract unrealism has advantages. If it aint broke dont fix it. For the record like my dad i remember only one joke. I cant remember songs i wrote for performances or catch phrases but I can improv for hours. So learning new systems not my thing.

One friend had players almost come to blows over bullshit.

Last con I was poor, limping up stairs and felt i didn't know anyone. Now I know half of everyone, have moola to spare and am fairly healthy. If I can get my anxiety over work and money resolved next will be good. Im owed thousands and I avoid people trying to pay me. It's a bit crazy. I have 10 thousand in back taxes owed me and I just avoid it, remaining in my rat infested warehouse.

This mornings Cthulhu Metropolis had very skilled roleplayers who did german accents and many knew genre I had made well. Familiar with HPL and Silent film. I also added a gold nugget with the map as extra clue in the style of Insmouth artifacts. Played their secrets well and felt less like being jerks to each other. Played with money in game and talked about their work lives.

When In Yashiwara club host burst open from Eihort brood, Investigators quick to bond and rationalize knowing each other and the victim. Anthropologist Dr let people believe he was a medical Dr and he kept stealing drugs. Film maker actually an android spy from Czechoslovakian company RUR led party. Men went to rich players house to suit up and grab supplies while women went to film makers to get props from her mountain climbing movies. Secret policeman disguised as worker in stolen suit noticed many religious relics in idle rich youth's mansion. Met at anthropologists house found clues about nuggets in Polynesia and Insmouth. Also references to catacombs beneath the earth. The rich youth a secret christian offered to take to cathedral. Managed to skip many planned encounters and got to church and enter the subterranean world.

Found many strange characters and things including caged women and children, a gang member charging a toll, a strange man with a RUR automaton and a book, a albino lizard scared off with a gun and even Rotwang looting a hospital in a ruined war bunker. Eventually found the chamber on themap they had found on body in Yoshiwara. Came across cult temple wuith ten cultists around a well with 5 stone pillars and a man begging for mercy on a altar. The atractive dancer sneaked up to a pillar an while party watched she skillfully sunk a twelve inch butchers knife into a cultists neck. Gosh muttred rest. Then she grabbed anpther and sliced open his abdomen letting his innards slop on floor. Rest took a san loss. Party charged and secret policeman went to save man on altar and shot cult leader. Film maker pulled her .32 revolver and shot others while youth fired shotgun (only a 20 guage) peppering several. Other party members went around sides kicking over lanters. A third of cult killed in moment the fight was on. Anthropologist wrestled with cultist near well. Dancer stabbed two more and chased several away. Cultists tried to get knives from a trunk and battled more adventurers. The secret police man looked in the well and saw the god. Shit. A tendril grabbed his face and he grabbed it holding in a lump of something it tried to force down his face. A police woman knocked cultist int well then beat off tentacle from mans face with a club. Finally the god burst free. Most of party near well fled. Anthropologist and rich youth stared drooling from shock. Dancer with knife chased a cultist down a passage never seeing the god to murder last cultist in her trade mark serial killer style.

Secret policeman reported he had eliminated a worker organization and returned to work more determined to stamp out worker revolts. Police woman shaken and told nobody.

Anthropologist and secret christian idle rich youth awoke hours later with wet faces and fled. Anthropologist went home to consume drugs and wondered if organised crime would kill him before the brood burst forth. Youth gave all mone to church as became a monk awaiting his death.

Film maker returned to Czechoslovakia for repairs. She was stabbed in battle which did not seem to bother her. She had turned icy cold since seeing the god. She was debriefed by Rossum's universal robotics and found defective (story could not be true).

Serial killer dancer spent several hours murdering people she met in catacombs and returned to Yoshiwarra club, content she had found a hunting ground where no victims would ever be missed. (I might add her to encounter tables).

A very good game. I was worried they were so efficient but fight lasted a long time and instead of running early went 15 minutes over.

Long stairs
only had two players despite my new poster i made (sniff). One being a fan as big as me helped. In the orc horde charge monsters got into trenches and killed machine gun personnel and many injuries.

Had enforced R&R at base then went on the rescue in the redbrick zone. Smaller group actually penetrated further and dealt with more traps.

After rescuing several soldiers (very careful were not infected and handcuffed them). One point a big minotaur saw gun drone and charged (was sent by goblins watching party from spyhole party taped over). Minotaur was blown to crap. While party looked towards sound a door of kobolds opened with a crude Greek fire projector but front ones shot dropped the device and started a fire. A goblin pirate threw a iron grenade with a fuse which killed drone. Party killed many goblins with a grenade. Party pulled back and one shot by goblin flintlock pistol. Found a big shiny lever and tied rope to it and pulled back. Hoped it would open a locked gate. Trapdoor above lever dropped 6 ghouls in auscam uniforms. Grenade and sustained fire wiped them out. Collected dog tags and gits in bag. Got out with three rescued men and a treasure chest so did not get yelled at for losing drone.

A week R&R to recover then off to newly built kobold dungeon in mostly incomplete state of a building site. Drone spotted kobolds. Spotted dandy wizards fighting and moved to ambush them. Quarrelled how these non earth civilians fell into rules of engagement. Scout off to side with rear sniper saw ogre move towards them and fire. Ogre got cover. Wizards heard guns and stopped fighting and one cast sleep spell taking out all but 3 troops. Other wizard magic missiled drone. They both ran and sniper shot one in leg. His mate dragged him to a bound of rubble and horde of kobolds charged. Scout started to wake men who caught wizards and dug in. Sniper and grenade launcher got on stack ob bricks and badly damaged kobold gang. Terry the scout climbed up mound and helped to bring 40 kobolds swarm down to 4. Three scrabbled in rubble failing to get up but one got up and stabbed terry with a shortsword. While several specialist support crew with pistols mopped up the four kobolds other horde on right flank surrounded troops on pile of bricks trying to climb over each other to get the soldiers on top. Archer stopped the grenade helicopter drone with arrows and another soldier was caught by 12 kobolds (from other group of 40) and cut into chunks. Last kobolds massacred and troops pulled out with two dead and some nasty cuts.

Leveled up an as had some time let them adopt 1st level. Some tainted by magic become waizards but most fighters and thieves and a few clerics. One scout learned bow which i had never considered before. Different to prior game and fell over each other less but glad worked with only a few players.

Octopus Princess quest went nicely but this team a bit more violent. Once again a girl used ventriloquism and illusions to fake divine wrath of sea god and even had priest and sherrif acompany them. They rode a charmed human around and chameleon like added themselves to his body which kinda looked disturbing. Sheriff took them to priest to be exorcised and they had charmed bait shop man. Managed to get cats chasing them to get into fight with junkyard dog. Used priest and illusions to get whole tavern into a mob but arguments and trouble managing o many humans so cast sleep on whole mess leaving them snoring on the roadside. Managed to bribe awful children with promise of sheriff's gun. They ransacked the blindman house throwing his stuff into sea and blew up sherrifs house which Princess Sparkles and Prince Darrien had left all locks open including powder store. While opening a window illusion dropped of holy glowing trident of sea god and priest escaped to awake sleeping mob. Octogang found fisherman wife murdering the captive octopus peace delegation to surface and beat her up. Freed the bitter old otopus prisoner and he finisher her off. Scared boat builder off his laddr and he attacked them but old octopus cut off his head with axe. Later party climbing into lighthouse to see old octopus  strangle the priest. Finally found pearl in blind mans attic and fled to the sea. Brincess bubbles returned often to the lonely lighthouse keeper and blindman who were only nice humans in town. When grandpa the sea god bounced returning kids on his tentacle beard, Bubbles called him Pappa Cthulhu.

Finished faster but more bloodshed and turning humans to their side. Big fun. I could add locations but have had several requests to run again. I dont know what a sequel would be like. I will use the board map to take to work to play a nicer version with kids at work when i do a game design workshop.

Will go to awards and dinner on Monday holiday. In later con this year will do gamma world (2nd ed on my beaver island setting) or metamorphisis alpha. Old school con if it happens will change all this.

Next Friday a holiday to and my birthday so running characters from my last 13th lv Exile DnD with planet Psychon characters invading hell in a double length session. And I have my tuesday DnD game and Vikings next sunday. Awesome birthday gaming ahead. Normally was my hardest working month but taking it easy been good for me and let me recover instead of being sick like most of last year.

Octopus Princess Mania pt 2

Top left junk yard - widows house with orange roof to left three houses to right is sheriff. Top middle church below is bait shop. Top right is pub, left below boat house, right lighthouse then warf. A bit blurry but 5am all nighter for me. Posca pen on house paint on board.

In the magical court of the western sea emperor the royal family of the Tako octopus fairies play eternally under the sea. But today the young uns did something bad. Playing for just a bit with the Sea Emperors magic weather control pearl, a dolphin with the pearl was harpooned and captured by fishermen. Now the royal kids have to get it back by dawn or the Emperor will notice and be very very very mad. He will probably demote you to janitors forever and take away your crowns.

Hopefully the humans will be friendly and return the treasure, and will sympathise with your plight. Surely they will see how adorable you are and cave in to you request just like your parents do every day. Then it is back to fun with your pets and candy and friends under the sea forever.

Mob Factor
+1 Per location where humans scream
+1 If widows cats searching
+1 If junkyard dog searching
+1 If Clarissa Thump Searching
+1 If Sheriff Searching
+1 If Priest Searching
+1 If Barney Squidguts Searching
+1 If mob from pub Searching
+1 if dead body or bodies found by searchers
-1 If children searchind (must be their fault!)
-1 If time 3 time boxes pass without a scream or incident - mark with a chit)

Keep track of village hostility with a chit here
When reaches 10, drag back to zero and a mob of 1d6 drunks from pub join the hunt
The track is to scare players really

Time Track

Must complete quest by daybreak
First and last squares are dawn and dusk and more risk of being seen
By forth square most of town drunk or asleep and in locations

Octopus Movement
Octopus start position is the sea - use a chit to record movements
They can split up but this is dangerous
Move adjacent location in no time
All locations next to sea count as adjacent for octopi
Can use sea to avoid humans hunting them
Move anywhere in village by path in one turn or two if move off path

Mob and Searcher Movements
Use a chit to record movements of any locals or mobs
They never leave the path
Stop at every door on route searching for trouble and avoid waking anybody
If they find a body, hear a scream or other disturbance see mob factor

Locations and personalities
12 locations on the map connected by paths
Each location has a personality probably hostile to the gang

It is not really a boardgame because the DM can place the treasure as required by game time or the last explored location.

each location has a first glimpse

then inside view

then useful things to be found - Each location other than the pub has 1d4 bottles of rum

then the resident

Bait Shop
A ramshackle smelly shambles with spilled fish guts and dolphin heads hanging from hooks

Inside are buckets of fish eyes, piles of rusty hooks, old nets, reels, ropes, old sea chests, buckets of rotting chum, an old diving helmet, empty bottles in precarious stacks and a hammock behing the work bench. A collection of stinking aprons hang from hooks for when extra workers hired. Terribly made stuffed fish and albatrosses hang from the ceiling.

Many knives can be found here.

Ezekiel Jones the owner in the first three time boxes is gutting squid, after that he is in a drunken stupor unless he hears the clutter in his shop being disturbed. He delights in gutting all types of cephalapods and will hunt them down with his gutting knife and a bottle in other hand. He mutters crazily.

HP 6 AC +11 (filthy apron is +1) he wont wear it if drunk after the third time box and is a +2 to hit, he has a knife

Boat Shed
A huge shed with huge doors and tiny windows locked at dusk and dawn. Various small boats, hanging nets, coils or rope and parts of old boats and anchors lay about the yard.

Inside are larger boats being built and repaired, wood shavings, logs and nails litter the floor. Badly carved figureheads of topless mermaid are on several boats.

Work tools can be found here, Barney's seaweed, matches and crude erotic mermaid carvings.

Barney Squidguts is here smoking his supply of emerald seaweed and drinking. If he sees a octopus he will go beserk. His wife ran away years ago and he blames them for wooing her away. He is just mad.

HP 7 AC +10 uses a big nasty rusty boat-hook for 1d6

A black and white painted lighthouse here is in good working order but front door is securely bolted. Many tiny windows are on every floor. The light is on.

Inside is neat - a kitchen on groundfloor. A basement storehouse is full of whale oil and signal rockets. A store room then keepers lounge then bedrooms till the lamp house chamber.

Oil, storm lanterns and a few rockets and available here.

Old man Jibbergibbet is so drunk he thinks the gang are human children. He says he wont tell if they tell him a story for an hour. He will insist they tell another every hour turn but has a 50% chance of passing out each hour on the time track.

HP 4 AC +10 but easy to ambush

A dilapidated shaky barnacle covered warf where the fishing boats are tied.

A tint hut on warf where harbour master sleeps and drinks from sundown to sun up.

Coils of ropes, buckets of blood and chum and fish scales everywhere.

Crazy Jerimiah Titweazel drinks on an old crate, 50% chance of being in stupor in hours of darkness. If awakened he freaks that fish men or sea monsters invading. He is too drunk to chase anyone but might fight or scream.

HP 8 AC +12 has a short sabre 1d6 from his pirating days

The Pub - The Bloody Chumbucket

Large lively building with bustling mob of drunk sea men singing and dancing inside. A big sign says welcome. Another sign has a fisherman dancing with a tuna who's slit open stomach is spilling guts into a smiling bucket.

Several dozen men in the bar but numbers down to 12 after midnight. There is a dart board, a stuffed mermaid hangs from the roof. A nasty monkey lives here could be befriended if spoken to by right octopus.

There is as much booze and food in here as gang can carry. Bread and chunks of mutton and bbq squid on stcks are on plates. The kitchen is a mess and usually empty after twilight.

If they see horrible sea beasties or notice any disturbance 1d6 will arm themselves and go hunt with a torch 1d4 damage, or a dagger 1d4, or one in every group with a pitchfork.

HP 4 AC+10

The Church of the Briny Deep
From a distance the trident symbol might comfort the gang. Through the window a kindly old priest covers drunks with blankets with great tenderness.

Closer inside a frightening depiction of the Sea lord as a bearded human grimacing is over the bloody altar. Shockingly nothing like your grandpa the Sea Emperor. Statues of fish men hybrids line the walls. Stained glass of undersea scenes of drowned undead sailors are in back of church.

A collection tray of copper and a tin of buiscuits is inside,

The kindly priest will step onto the porch for a nip from his flask. If he sees a blasphemous octopi he will explode into rage and chase them screaming with his gold organic looking trident holy symbol. Ranting that the kids are the anti-squid come to defile the church and village women.

HP 6 AC+12 (agile old bugger) can punch 1d3 twice a round

Sheriff's Office
A small hut with barred windows and a yellow painted star on a sign out front.

Inside their is a cell (where party could end up). A black powder cuboard, some nooses, a big axe in a chopping block and a locked trunk of confiscated daggers and clubs. In cell are manacles. The drunk sheriff if dark is asleep with feet on desk in a chair holding a blunderbuss with a key to everything hanging from his belt. If startled he might shoot, possibly his own feet.

Lots of weapons here.

The jumpy sheriff will shoot wildly then reload if possible. He will use as a club or use a dagger if that not an option. He hates no good no necked freaks. If he catches any of the gang he will try to hang them which is a dismal failure then watch them till dawn when posse will cut victim up for bait. Ever hour he watches has a 1in4 chance of passing out. Easily escaped by the octopi kids. A chance if startled will blow own head off.

HP 8 AC +13 (hard studded leather patchwork mess armour) Blunderbuss 2d4, Range 10 short 20 long can hit 1d3 close people for only 1d4 at long range but no hit penalty for range. Fire once every 3rd round. Has 10 shots on him and more in box. Also had d4 knife or d6 gun stock as a club.

Widow's House
Nicest house in town with tiled roof, nice paint and flower bushes such as roses in garden. Sensitive octopi must make Con rolls or sneeze. A few cats watch party.

Inside is a hoard of cats and a crazy witch widow. Convinced octopi out to ravish her sets 1d4 cats per octopi to attack. Lots of furniture and antiques under sheets and cobwebs. Doilies, china, silverware and a box of 100gp under her bed.

Lots of possible loot but dangerous. More cats crawl from under house. Has a trunk of gold and creepy dolls with pins in them modeled on local folk gang may recognize.

Old lady Cranmuffin has a crossbow 1d6 and hair pin 1d3 if anything gets closer. HP 2 AC +10
Cat HP 2 AC +12 bite claw for 1d2 - max of 4 cats per octopus in house. Cats hate octopi and a gang of 1d4 will prowl around streets hunting them if any left

House 1 - Orphanage
Small rundown house with old woman in rocking chair with empty clay jar of moonshine. House in poor condition with children's drawings on walls, broken windows, spilled food and toys scattered.

Not much more to this place except the kids.A pig wanders around eating scraps

8 horrible kids HP 3 AC +10 will hunt octopi wit sticks for 1d3, one has a slingshot 1d2. They will try to catch an octopi and cut off all limbs then use as a soccerball. Luckily town hate them and noise from kids actually reduces the mob factor.

Pig could be befriended if can speak to it. HP 9 AC +13 1d6 charge or bite

House 2 -Blind old Man
A run down messy house with open doors and spoiled food on benches. Old man in rocking chair. He may think those kids have come to torture him and scream but if treated well and fed nods off to sleep and gives helpers a silver coin each from inside his boot.

Not much here

HP 1 helpless really but might get a lucky hit with his stick for a d4 but -4 to hit

House 3 - Fisherman's Wife

A slightly better maintained house but wet thumping souns from inside.

A fishwife is busy bashing octopi (possibly someone you know) against a stone sink and gutting, chopping and stuffing into jars of vinegar. A dozed gallon jars already filled in pantry and some dried fish. An old octopus in a cage awaits his sad fate, only survivor of a peace delegation that came here a week ago.

Some knives and a wooden mallet here in kitchen and remains of many octopi here.

Clarissa Thump hates octopi and longs to kill them. Her husband is in the pub, he knows better to be near here when she be a killin. Besides the fact they beg for mercy creeps him out. He drops a line with big jars with gold coin glued to the bottom then pulls line up and always gets a few greedy foolish octopi folk.

HP 6 AC +12 (thick apron, leathery skin) 1d4 cleaver or mallet or knife. She will throw a few if she cannot catch and will prowl the the town hunting them.

The old purple Tako octopus folk man (Uncly Diddly) is very grateful and could be a good follower if recruited on the spot. He now hates humans and gets a +1 hit and damage with any weapon vs them. HP 6 AC +2 (Dex)

A decrepit mess of ruined boats, skeletonized hulls and rotting maggoty heaps and rat nests. A comatose owner lies on porch near death from bad moonshine. His angry dog hates sea monsters.

Mostly garbage and crap here and a swarm or rats HP 5 AC +2 1d4 damage will attack any who bother their quivering nest mounds. Old man wont awaken even if stabbed, but dog very alert and hostile, will hunt around village looking for the gang. A still, many bottles or spirits and formaldehyde are her and very flamable.

HP 9 AC +13 Junkyard Dog 1d6 bite sniffing about

Concluding the Adventure
Pearl I would put in last place looked cos that is where you always find stuff. A bucket of chum knocked over by accident when hope lost a good place. Perhaps a questioned human can misdirect them or help them. More about wasting time really. 3 hour game is the intent here. The church or the junkyard are good places too.

Friday, 18 April 2014


Ran 3 games on saturday for EYECON.

Cthulhu Metropolis went well. The party did squabble and had to be railroaded a bit. Finally got into the catacombs crawling with maniacs. Brutal drunken policeman in disguise as a worker beat up cultists and women managed kill some cultists in brawls. Several men hit every time for minimum damage.

San losses made several people get 10-11% mythos which is impressive. Ended with party fleeing a god in a well. One character impregnated by gog, went home to drink hoping would burst before the mob came to kill him. A lady film maker jumped down a well to join her long lost family under the sea. A spy returned home and never left Britain again. Several others crawled home afraid of contagions and infestations for rest of lives. The secret police man went to report all this as least insane but his masters locked him in Dr Caligari's Assylum as what he told them must be insane.

Long stairs had a drop in team from no bookings and was awesome. After being inducted went to guard a camp where orcs bodies buried in huge pits. After a few days the chanting horde came. 300 orcs killed first engagement. Found orc with Rayban sunglasses. One had a obsidian boomerang. One had a pot with a baby fighting fungus that instead of bagging and tagging they made fight a spider pet of a veteran trooper for cash in barracks.

Then a rescue mission where they got  bit grenaide happy in the redbrick dungeon zone. Threw a grenade in a pit and blasted sewerage everywhere. Blasted a couple of goblins and their horrible dogs easily and drawn to fight hyena men who fled after most dying. Dungeon threadworms infected many and they stopped to butcher own legs to cut out. One guy infected and spent rest of life in secret quarantine camp swelling and bloating full of worms. If they were attacked during worm attack would have all died which I will remember. Guy ate a found dungeon pie and was slowed for 4 days. Ended up in a lab with scientists pushing him off ladders.

Rescued some bodies and wounded but found two identical living bodies or missing soldiers. Wary was a trap the anatomy expert got close and hideous doppelganger attacked. He dived for floor while others beat to pulp. Thinking it dead they took back to base in a bag. A few days later corpse went missing. As team relaxed and trained I rolled to see if amorous soldier's lover was actually a doppelganger. Surely they will find the creature? What harm could it do. Probably will not get throu gate to Australia?

Finally having performed well went into a new dungeon complex partly built by kobolds near a forward base. Mission to slow building. Copter drone saw an ogre, and a giant scorpion and a gang of kobolds filling a crude greek fire projector before was shot by kobolds. Met two squabbling dandy humans and traded some gadgets for huge gems. Men actually Amber family wizards in musketeer type outfits. While kept trying to communicate with the squabbling pair most of patrol went to get kobolds. Found a latrine with someone inside and planted a damage pack on it. Threw grenaides into the kobold quarry and blasted to hel. Poot kobold in toilet reading a scroll never knew what hit him. A horde of kobolds charged and ogre began to move. Hosesd one kobold hord down and managed to collapse cliff limiting their movement. Another group moved through stacks of bricks and another moved around. Brilliant plan to throw incendiary grenaide went wrong when it bounced back and singed most of team with burning phosphorous. While medic struggled rest kept hosing kobold mob. Four buggers got close to shanking range and pistol fire got several more and a trooper finished with a machete but all terrorfied. 120 Kobolds dead.

Planted a damage pack and set off as Ogre came near by, blasting into chunks. With half team singed and several unconscious officers, team pulled back. Awesome session best yet of this game and I learned alot. My grenade revisions are really bad but I guess researching from army website probably good. So many games grenades have 3m radius that's it.

Will discuss my octopus princess quest more detail later but they were a wall of niceness against horrrible humans and developed a good group-speak style. They frowned on character who wanted to use violence. Did end up catching a octopus murderer and wizard locked her in a cage. A few improv singing and dancing numbers. Managed to avoid starting a mob and were quite sneaky. Impersonated the human god in church and tried to make humans seek their treasure. Gave them a very impressive speech to be kind to sea creatures. Eventually burned village booze still which kept village busy.

Was awesome day - to repeat again. Made above recruit poster to get a few more bums on seats in session needing more players.

Thursday, 17 April 2014

Lazy Cthulhu Prop Post

A quick sample of yet more pregen and prop stuff for tommorrows EYECON.

Made to slap on Byakee software character sheets.

Just gotta finalize my Long Stairs pc gen stuff and perhaps some maps.

Also doing personal secret cards for Cthulhu Metropolis game. Random pick for terrible personal secret. Actually will help me get characters united otherwise would never be near each other.

4.8mm square - the template I can use again.

Have a good Easter everyone  and blood for the blood goddess!!!

Wednesday, 16 April 2014

Octopus Princess Mania pt 1

Ok have my octopus Princess adventure ready to roll for this Friday and Saturday
Used software to make 11 pregens for cthulhu three more to do
Have map for surface quest done on board with posca 18 inches square
So starting on octo princess cards
Some plotting to do but looking fairly solid and achievable

Long stairs have some documents ready
Need to do maps and pregens tomorrow
And try to paint again not just prepping more blanks

Will wait post con b4 I post last metropolis piece and map locations etc for octopi
Will be game logs t00 from con coming....

Last year I spelled intelligence wrong and no proof reader spotted it but a player did in 3rd session. When i mess up that bad I get shy about publishing.

I'll post the Character Cards now in case anyone spots terrible typos and so some players can plan which octopus they want to play. If I have time I will make crowns for players to wear and make custom card pieces for them. Otherwise will just use generic ones I have made before and put my colouring books up for display. Spotted some inconsistent capitalisation so far but that is not too bad.

Next Post will feature the hand painted/posca map board and location descriptions in case you want to run it. I guess you could run it for kids with some slight mods as a few nasty and scary touches.

A simplified version of my DnD game reduced to almost a board game. Time track is to record hours of darkness for mission, first and last box are twilight. The mob factor records how many humans are hunting the squid kids. Every time it reaches 10 another drunken mob from the pub with pitchforks and torches and fish gutting knives joins the search then track starts again.

So here is ready to print character cards:

Most Weapons attack once a round
Rocks are like darts, can throw 3 a round Str x1 short range Str x2 long range -3 to hit
or  throw two daggers a round

May try and convince local animal if language known to being friendly with a Charisma roll. Everyone can have one plus Cha bonus if you have one.

Spells and Items
Sparkly wand impresses fools and can make stuff look magic or just provide some light
Bubble pipe fill a room with confusing bubbles in a round 4 doses of bubble mix
Acid bottle does 2d4 then 1pt for 1d4 rounds or splash several targets (1d4) for 1d3 dam
Heal Potion heals a d8 damage
Resurrection potion brings a dead being to life

Ghost light - makes green haunted lights that can fake ghosts well in simpletons
Sleep 2d8 HD victims sleep, max 4 HD
Invisibility lasts until attack or cast a spell
Magic Missile 1d6 magic damage auto hits
Acid arrow 2d4 +1pt for next 3 rounds
Charm person makes into a loyal follower if fail a Wisdom save
Friends +4 Charisma for 30 minutes
ESP read surface thoughts of a victim
Cloud ladder creates a ladder of mist 30 yards high
Magical disc can carry 200lb (4 octopi) lasts 3 hours
Web all fail save in 2o foot square entangled for 30 minutes, fire destroys but inflicts 2d4 on prisoners
Accuracy doubled range no penalties
Spider climb move full speed climb easily without a roll or slowing down
Ice Knife 1d6 to target 1d3 to all in 10 square and all hurt save or slowed for a d6 round to 1l2 speed or actions
Fog Cloud good to escape 30 yard cloud for 30 minutes
Unseen Servant can carry stuff open doors, 30 minutes
Phantasmal force creates good visual illusions
Cause Fear victim saves or flees the village
Smoke Form can crawl through cracks hard to see or harm +4 AC 30 minutes, walk only
Knock ulocks any lock or door
Hold portal locks a door fast
Mage Armour +2 AC for 30 minutes
Flame Shuriken 2d8 to a target
Know History reads past of object or person
Run Like Wind Doubles casters speed for 30 minutes
Stinking Cloud 20 yard radius Con save or vomit and flee area
Shocking Grast +1d8+3 on fist or metal weapon or next foe to touch you
Enlarge +2 STR -1 AC
Mirror Image 1d4 duplicate illusions vanish if hit, 30 minutes

Tuesday, 15 April 2014

Deco punk tech for Cthulhu Metropolis

Some notes for my Cthulhu Metropolis setting I'm running for the EYE CON.  This and my underwater octopus princess game are booked out - my long stairs one struggling leaving me with holes in my days. I might be able to sit in my friends Cthulhu Van Diemens land game - escaped Tasmanian convicts on the run with nowhere to really go to. Presumably monsters will eat us. I'm kinda Impressed camp cute game did so much better than my gun mad macho game. I might try and play a watership down dungeon on last day before dinner get together.

I have 3 days off to prepare. This is money I made to be used as props/give away treat. Also stickers as I am a born again vandal.

This is more of my design and stickers and zine stuff here for my fake evil corporation: https://www.flickr.com/photos/konsumterra/sets/72157602941784866/
Found cyberpunk setting based on film/book http://www.paper-dragon.com/2026/toc.html
Wish i had found earlier - some nice links and background tables

Tech for future decopunk setting.

Nice vid here - popular mechanics year by year good search and pulp covers

Some tech not really advanced and has stood still other than a few mad geniuses. Guns and cars have not progressed much from 1929 -2020.  Robotics is just about to break out.

Worker caste get a hundred marks life savings to start status 1-20%
Servant caste get a thousand marks life savings to start 21-80%
Elites get a hundred thousand a month from daddy as allowance 81%+

Cars ot really more advanced but some electric models about that are quieter and more subcompact models. Lots of streamlined deco wet dream futuristic looking cars and planes would fit in fin. Autogyros with short landing and take off are common and can and on buildings easily. Some compact 'gyros with folding wings available. Aircraft much more common and pilot skills far more common. Air trafic directed by electroncs, light beacons and even police.

Rockets are huge best lifted from pre war or perhaps Werner Von Braun or pulp magazines designs. The type in Flash gordon are good too for many uses. Apparently not much harder than a regular aircraft.

While not used in my sources much huge intercontinental air ships are comon for a more leasurly safer trip and good for cargo and exploration. Rigid hulls of high tech materials mean they can withstand artillery if military and compartmentalised non flammable gas make them hard to destroy. Aircraft carrier airships also common.

Huge bombers and paratrooper transports and use of gas and germ bombs made war very deadly. Generally causes outrage even from own population. Wings over the World us sleeping gas for more palatable conquest. Art deco tanks and APC's are employed, all smooth and streamlined rather than riveted boxes. Submarines common also for international trade an war. Large ships and subs and airships use safe clean radium powered engines.

Amphibious vehicles possible by fringe science.

Rotor or jet packs used by fringe science to fly or at least land from a height.

Firearms & Personal Protection
Most guns have nt changed and firearms less common on the whole. Automatic weapons almost non existent outside of military.

An American military handgun a 20 shot .45 with a built in flash light is getting rave reviews and explorers and space programs are using the boxy looking gun. Some streamlined compact silent guns and streamlined boxy looking SMGs are used by spies and sabotuers. Electric detonated guns growing in popularity but dont perform any better but are caseless with no ejection ports.

Rocket or gyrojet guns have heavy ammo, wide choice of payloads (gas, AP, incendiary,explosive, entangling, electric stunner, heat seeking, electric seeking) ammo costly, quieter. Less shots and not effective at point blank range. They are used by space programs and perform in vacuum, low gravity and are good against heavy armour used by some elite troops or robots or vehicles. Some spies ahve been found with wrist rocket launcers with 3 or 4 shots. Most ammo damages equivalent of 45 magnum. Brits have a six shot version with selectable ammo letting you choose which type of ammo. A bit bulky but working on voice activated model. Flare ammo and basic gun is most common version. Rocket propelled spearguns for underwater are common diving gear. Aquatic versions of other ammo cost double.

Gas is used more, especially sleeping gas and non lethal tranq rounds are available for common guns.

Some electric guns experimented with including a needle tranquilizer propelled by magnets, an electric stunner and a large deadly lightning gun is being experimented with but not usable for mass production. Mad scientists and space programs have used.

Pnumatic and electric needle guns rare but mostly by spies.
Gasmasks used by police, army and in shelters, few legitimate persons would carry one
Belt that controls temperature 7lb/3kg, better on boiler suit

Leather flying suit or cyclist suit or diving suit or heavy boiler suit offers 1pt armour 9lb/4kg
Open helmet offers +1pt or 3 in head only 2lb/1kg
Closed heavy helmet +2pt or 5 in head only 4lb/2kg
A few ablative suits with 4pt but defend only once 6lb/3kg
Ablative fire proof suit 10pts vs fire only, destroyed as blocked 6lb/3kg
Fire resistant suits with 20 minute air supply offer 10 pts vs heat and fire 9lb/4kg
Armoured vests and helmets have been tried by military:
Concealed 6pt ballistic, 1/2 vs others like melee 6lb/3kg
Ablative vest 8pt but destroyed as used but better vs melee 6lb/3kg
Rigid balistic chest plate 6pt 9lb/4kg
Military light ballistic plate, 8 vs everything 12lb/6kg
Military heavy ballistic plate, 12 vs everything 22lb/10kg
Military ballistic full plate 20 AP 44lb/20kg very expensive and rare

Mechanized "Ironclad" armour plate turns a man into a living robot and has been tested for officers or robotic corps but still very experimental. Underwater versions for deep sea exploration are used by civilians. If anyone ever dives a giant clam or octopus should attack no matter where water body. Any jungle river has piranha too.

Light 20 AP like ballistic full plate but mechanized 144lb/60kg 6 hour battery 2hr oxygen
Takes 20 minutes to put on by yourself or 10 with a helper, use STR raised to 16

Heavy 30 AP 330lb/150kg 4 hour battery or 12 hour radium battery, 4hr oxygen
Takes 30 minutes to put on with 2 helpers and to start engine, users usually locked inside
use STR raised to 21

With advent of armour mechanized saw blade daggers and swords +1d6 damage and a 10 minute battery have been developed. Versions for mechanized armour troops powered by suit instead. Electric batons, gauntlets and swords keyed for damage or stunning have been used even by police. Stunners effective vs non military robots.

Acoustic and ray weapons mostly in hands of odd mad scientist or experimental. Space programs might use but mostly secret. Bell shaped acoustic stunners are ones public most heard of for riot control.

Mines and claymore weapons are common but alsu use non lethal chemichal webbing or gas. Magnetic mines for tanks and structures need to resist 30STR to remove

Electronics & Gadgets

Flashlight 1lb/.5kg 2hr battery
Radium Lamp 12lb/5kg powerful flood lamp, effectively lasts forever
Calculator 1lb/.5 kg
Walki talky 2lb/1kg
Radio set 12lb/5kg
Electric map box 5lb/2kg displays maps, location of self and beacons
Electric bugs
Electric still camera 5lb/2kg sends photo back to home base to print
Instant still camera 12 shots per cassette instant photographs, flash part of film case 4lb/2kg
Film camera 12lb/5kg compact microfilm cassette good for 1hr recording film is 1/2 weight
Broadcast camera 18lb/8kg transmits long distance (evil scientists/spies use micro bug ones)
Spy camera - clockwork can be set with timer or tripwire to shoot 24 shot microfilm, palm sized
Spirit Camera - one shot special film and dark room needed, unreliable 11 lb/5kg
Brain Imaging Scope - see last visions of a dead person, unreliable, heavy, needs power 90lb/40kg
Other exotic cameras include xray, thermal and radio cameras
Grapple gun - small pistol versions provide quick swingline, bigger ones can pull you up, some attached to regular gun or modified rocket gun
Flare gun - rocket gun version is most common application of this technology
Suction cup boots and gloves for climbing most surfaces

Cognitive thinking engines are rare, with talking ones even more rare.

Radio printers and scanners transmit and copy documents and print daily newspapers.
Television phones in home in booths, some even on wrist for tech fringe.
Radar ovens cook food fast.

Rotwang's Transference machine used to give Mairia's form to Futura the robot

Cyberwear is rare but possible

Robots just being experimented with most automatons.
Thinking talking ones are rare and mostly custom built
RUR Rossums universal robotics have made Poland rich. Many versions from dumb automaton worker and Iron Joe soldier, talking and non talking servant production models.
RUR also have a chemical synthetic organic model with metal exoskeleton painfully too human. Can be made totally human but company avoided this as caused ethical problems with consumers.

Rotwangs Futura is very advanced

Russians working on uplifted ape troops.

Most of the world labour is cheap. Africa has thriving use of a breed of newt discovered that can be trained as slaves and very good underwater builders even in salt water. Only 4 foot tall. A priest claims to have taught some to prey and that they have souls but clearly they are just aping human masters.

More fun

Includes vests that shoot up to 8 smgs when raise arms in surrender position
Not as silly as article presents - tommygun brace on motorbike is awesome

Always good value

Pop mechanics and science mags by decade
http://www.coverbrowser.com/covers/popular-mechanics  (bigger and better)
spectacular stupid and cruel ideas

Popular Science by decade
http://www.coverbrowser.com/covers/popular-science better

must read for any sf project

Con Check list:
Reread Metropolis - got some new ideas and found cyberpunk campaign version
24 pregen characters for 3 games
some officious looking military paperwork
Village map and tokens
Tweak scenarios
Possibly make octopus magical princesses crowns for players

Trying to knock up some paintings too as client getting shitty