Friday, 8 February 2013

Close Up Hexcrawl and tables



Im pretty happy with this as background of my upcoming Dungeon Wars DnD game.

The Empire ruling the great continent is surrounded by foes and internal decent. The Boy Emperor has struggled to maintain control. For centuries exiles have fled to Exile island. For even longer a masked Baron has controlled the Pirate city and even had a sweet deal with Empire. Recently a new wave of refugees have arrived at one of the 3 known safe landings.

The biggest shake up is that the Barron seeks settlers and colonists to re settle the grasslands. AT the same time th Impirial Dungeon Corp have scout to the south seeking to settle their own villages and retake the Goblin Mountain Duchy. Both elf kingdoms and the barbarians and humanoid hordes will flood into the old cleared dungeons. The Barron and the Empire are sending out scouts to find lost treasures for use in continental wars.

Rumours of gods being present at a great battle in the south Empire have spurred the empire to try harder to find relics. As generations of gods have died on the island and some say remnants of the old cycle still can be found here.

The villages are strictly like the ones in old modules next to several dungeons each

Oakfed and Greenwood Fued. Oakfed had adventurers charm and ritually murder the barkeep and troubled the sherrif a few years back so the town are suspicious now. Actualy the barman was a Barrons secret agent with a prison cell and tortured party members inside. The adventurers bribed their way out but the town still wary. Greenwood love adventurers and will offer them abandoned housing for helping keep to peace and bringing glory to them.

Last post i provided some links for tables for most of the map except Mountains and Farmlands so here goes. Also - a why have you come to the island table.

Why have you come to the island pick or rolld20
1 - Your family have been outlawed by the Emperor
2 - Your order sect or family have sent you away for safety
3 - You are an escaped slave
4 - You are a wanted criminal
5 - You are kin of the old regime an best get fleeing
6 - You are an agent of a pirate clan
7 - You are an Agent of the Barron
8 - You are an Agent of the Imperial Guard
9 - You are an agent of the Emperor
10 - You are a member of the Imperial Dungeoneer Corp
11 - Your are a member of a forbidden cult
12 - You belong to organized crime
13 - Your school or sect has been outlawed and exterminated
14 - You escaped an extermination order on your city
15 - You are a shipwrecked exotic foreigner
16 - You come from the hidden Kingdoms or lands to the north
17 - You are a time traveler and former slave of the prehumans
18 - You are an escaped elven or humanoid slave
19 - You come from the city of Skullport
20 - You were press-ganged and jumped ship here


Farmland Travel table d50
These include the farms around the city (Skull port) and the town (Bloodbeach). As well as villages and the grassy plains between the woods.
1 - Wagon loads of rendered animal fat from Bloodsand to Skullport
2 - Wagon load of criminal scum sent as workers to Bloodsand
3 - Cultists feign peacefulness to get close and murder
4 - Cultists demand sacrifice or gold from party
5 - Villages with produce for Skullport
6 - Villages with hand made goods for Skullport
7 - Villages with wood for Skullport
8 - Miners with metal of coal for Skullport
9 - Empty wagons return home from Skullport
10 - Elves stalk party
11 - Wolves hungrily track and chase
12 - Werewolf if by night, wanderer by day
13 - Magical being in disguise visiting humans from curiosity
14 - Lynch mob looking for victim for some crime
15 - Witch hunter searching roads for evil
16 - Cultists looking for missing new recruits
17 - Kids on the run from cult
18 - Cultists looking for new member from anyone who listens
19 - Cultists mutilating animals
20 - Cultist sacrificing villager or animal
21 - Tinker with backpack of wares
22 - Food stall offer treats
23 - Roadside shrine and priests attending
24 - Professional bandit scum looking for victims
25 - Escaped work gang looking to rob and kill
26 - Killer cannibal clan from caves hunting game
27 - Barbarians traveling, attack anyone they think they can beat
28 - Workgang on way to Bloodbeach, kill any softies they pass
29 - Scum from Bloodbeach expand defintion of animals to include you
30 - Evil halfling letches and pickpockets
31 - Puritanical halfling farmers taking goods to market
32 - Adventurer party on way to dungeon happy to swap maps
33 - Orcs from the swamp looking for human prey
34 - Goblin gang out looking for trouble and mischief
35 - Kobolds out hunting for "giants"
36 - Warg riding goblins stalk party
37 - Bat riding goblins swoop by
38 - Skullport Militia out patrolling roads
39 - Imperial Knight looking for good deeds and duels and jousts
30 - Barron's secret police black riders on horseback on a mission
40 - Bandits from Freecamp liberating wealth for the poor by robbing the rich
41 - Impirial Agents investigating area
42 - Witch pretends escaped from bandits to get close
43 - Lost village idiot will follow anyone with a free follower slot
44 - Farm kids off to city with bright eyes for future dreams
45 - Wagons of manure
46 - Mercenaries clearing roads of criminals
47 - Wizard school class smiting bandits for credit 12xlv1 + 3-5lv tutor
48 - Nomad horseman bowmaster tries hit and run
49 - Vikings willing to trade or fight
50- Local youth try charging illegal petty toll


Mountain Travel tables
Depending of the darkness of the brown on the map feel free to provide 1-4 obstacles for a party and additional time delaying obstacles if they have not established a route before. A lead climber or mountaineer can make a roll for whole party - usually if he fails everyone must make a roll. A successful persons may help a failed person. Some say the mountains are in fact a prison or remains of a giant menagerie.

Mountain obstacles table d20
1 - Crumbling stone bridge
2 - Old rope bridge
3 - Trail thins and full of choke and ambush points
4 - Rolling rubble chases party
5 - Avalanche! - ice or rubble
6 - Mudslide
7 - Heavy snow
8 - Volcanic or geothermal activity
9 - Rapid flowing river
10 - Huge tree crossing
11 - Old fort covers pass
12 - Tower and wall blocks the pass
13 - Giant gaping chasm - go back
14 - Ice bridge over chasm
15 - Dungeon entrance to avoid worse obstacle
16 - Trail collapses and slides down mountain
17 - Sinkhole to underground caverns
18 - Magical gargantuan being helps some cross
19 - Magical being asks riddle or question to use its bridge
20- Horrible creature guards bridge

Mountain Encounter Table d50
1 - Giant Eagles may snatch familiar, dog or pony or hobbit
2 - Griffon warily checks party, goes crazy if if sees a horse
3 - Wild dogs ambush from both directions
4 - Wolves stalk and attack at moment of weakness
5 - Ogre throws rocks from great height
6 - Goblin archers terrorize from above
7 - Goblin soldiers demand toll
8 - Kobold scouts and hunters follow party and attack
9 - Kobold assasins with poison darts
10 - Goblin bat riders
11 - Werewolf in human guise or a wolf by night
12 - Hill giant half heartedly throws some rocks at vermin lil people
13 - Barbarian warriors attack suspiciously civilized types
14 - Nomads attack any civilized explorers for slaves
15 - Outcast wizard looking for means to get revenge
16 - Outcast family of cave dwellers chase away party
17 - Cavemen tribe hunt party for food and slaves
18 - Giant white flesh eating ape
19 - Pteradactyls swoop party
20- Roc swoops party
21 - Dragon seen flying
22 - Wyvern attacks from sky
23 - Imperial Dungeoneer corp scouts looking for holes
24 - Savage shaman curses an harasses party
25 - Hilltop fire signal post from ancient times
26 - Hilltop burial with ancient undead
27 - Hermit hiding from world with animal friends
28 - Furious bear resents intruders in path
29 - Crazy old lion looking for easy dinner desperately ambushes
30 - Giant goats resent intruders
31 - Magical nanny goat offers healing milk, secretly makes your pets sentient
32 - Chaos orcs battling Law orcs in huge battle
33 - A great shaman or wizard or priest with orc factory in production
34 - Frost Giant seen from distance making snow
35 - Cloud overhead has a castle on top (cloud giants)
36 - Sleepy drunk Ettin asleep on trail
37 - Mountain Giant looks at party curiously as a new species
38 - Troll demands meat or gold to pass
39 - Stone giant plays bowls with party as they pass his menhir skittles
40- Barrons men in balloon sail by
40 - Barrons agents on mission
41 - Knights looking for adventure, duels and jousts
42 - Elf adventurers looking for prey
43 - Evil Dwarves crazed with gread and murder
44 - Friendly dwarves offer trade goods
45 - Deep gnome instillation with steam, geothermal or windmill power
46 - Flying witch sees explorers and tries to bother in secret
47 - Gnome traders with repeating crossbows and silver quarrels
48 - Druid of holy treks, various sects act acordingly
49 - Goat heard on impossible cliff face or trail
50 - Goat herder with flock - from a hidden community

cool city world stuff here too
http://backtothedungeon.blogspot.com.au/2013/02/lake-charlemagne.html

Tuesday, 5 February 2013

Exile Island - Hexcrawl Map


Re-did this as hexcrawl - easy to ad stuff as players explore - some will be by location based on names and geography. There is at least one dungeon every hex. Some say the ancient empire has come and gone dozens of times, pirates and mad wizards came here to hide, then there were the pre umans of the Elder age. Some say this island is part of previous plane of existance where alien gods killed a generation of of our own gods ancestors. The forbidden Island is a single enormous prehuman ruin covered in jungle and flooded in the middle where a doomsday comet struck. Overrun by goblins and reptilians and Dinosaurs, the ancestors of Dragons. The volcano goes to Tiamats lair.

Should do some subterranean maps too but id rather generate as needed.

Next game players will be official empire dungeon delvers with ranks. Probing dungeons and strip mining them at Emperors command. A few old characters wandering about. Tis the dawn of the Dungeonwars! Man vs Monster! Want to integrate my long stairs tables into this.

Have a close up next - a mountain and a farmland/plain table would complete the sandbox experience. Had a player recognise their travels which was nice.

Enchanted woods encounters
http://elfmaidsandoctopi.blogspot.com.au/2012/10/encounterss-of-enchanted-woodlands.html

Encounters in the city, corruption of official table, supernatural hag table
http://elfmaidsandoctopi.blogspot.com.au/2012/10/how-horrible-is-big-bad-city.html

 Gangs, cults and nobles in the big city
 http://elfmaidsandoctopi.blogspot.com.au/2012/11/urban-fantasy-table-goodness.html

Exile Island Map OLD
http://elfmaidsandoctopi.blogspot.com.au/2012/09/blog-post.html

Use this for Forbidden Island
http://elfmaidsandoctopi.blogspot.com.au/2013/01/long-stair-dungeon-style-zones-part-9.html

Need to do mountain table, possibly water travel table, farmland table

Monday, 4 February 2013

Psionics and Sorcery Mentalist Spell List 3

Dreams
Some spells give powers over dreams. Viewing dreams of a sleeper might give a personnel insight or view a problem torturing them. Also see if spirits or others are manipulating or entering them. Could see the elder horror the catatonic priest saw. Entering dreams with Dream Vision is dangerous and you can expect a possible obstacles equal to dreamers lv if hostile. A dreamer of greater power process greater dream monsters and obstacles. A dreamer lv is like a dungeon lv for danger. With dream vision you can try to drive the intruder out if they have less HD or Lv than you with a save. Otherwise you can fight the intruders dream self. When finally the dreamer uses dream master they can create a dreamworld of their own and use it to attack another. A dreamer repeatably messing with someone dreams requires sanity saves. Typically a week of torment requires a save. A bunch of powerful mentalists could send a whole party to adventure in a dreamland.

Mentalist Items
Mentalists are less likely to use scrolls, instead making gems or talismans with power or spell spirit imbedded in the item. Mentalist items are pretty similar normal magic items and focus users hidden mental power. Shaman use symbols more for magic than writing. Many psions dont read, but others in big city schools do and produce discipline training books but not spell books. A mentalist Item could be used as a source of training for next discipline gain. Some like masks, headbands, helmets.

Psionicist
Masters of the mysterious powers of the mind

HD: d8
Prime Stat: Int
WP: 2 (+1/3nd Lv)
NWP: 4 (+1/2nd Lv) 

No-WP mod: -3
Languages: 2d4 (+1/3 lv) S=spoken and W=written

Spells: Any
NWP: Warrior, Rogue
Shield: Buckler
Armour: Light
Weapon: Sabre, Shortsword, Dagger, Club, Sling, Short Bow, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bolo, Dirk, Blowpipe, Chain, Rock, Staff,  Short Spear, Javelin, Dart, any crossbow, any gun, shuriken, hand flail
Fight as: Priest

Save as: Priest

Psionicists are a brotherhood who teach magic comes from inside the self, while wizards manipulate the universe and priests evoke divine power. They scoff at shaman theories of spirits everywhere and have a materialistic and psychological approach to the universe. Many strange philosophical sects exist and some become quite mainstream in some societies. Some may act like monks or priests or bards or rogues or assassins. Many sects wear robes, jewelery. Some wield staff or dagger or sabre. Some act more publicly as schools or philosophical brotherhoods. Some cultures they are more common or hidden in. Do tend to be secretive, elitist and promise some kind of power to members. Some accuse them of civilized shamaism wich they deny.
-8 hours meditation to have energy levels ready to spend on disciplines already known
-Spell progression as elf and bard (4 cantrips at first lv)
-1d3+Wis spell bonus disciplines known at first lv
-1+ Wis spell bonus in new disciplines every new level
-Can trade a non weapon proficiency slot for a discipline by study
-A Psion may become a tutor at 5th
and attract 1d3 zero Lv Psionicicts (1 cantrip each)
-At 6th you get a Psion, Warrior or Rogue follower, then again at 8th, 10th, 12th, etc-
-A
Psion may start a school at 10th and attract 2d4 1st Lv Psionicicts
-A Psion may start a Collegeat -15th and attract 3d4 1st Lv Psionicicts
-A Psion may start a University at 20th and attract 4d4 1st Lv Psionicicts 

Psionicist Specialized Schools

Name - brief description
Cultural role WP - Weapon Proficiencies NWP - Non Weapon Proficiencies Devotions in order Languages

Jade Lodge - Mind Warrior BrotherhoodSecretive brotherhood of mentalist warriors
WP - Staff, Sabre
NWP - Jumping, Wallrunning, Acrobatics, Leaping

Devotions in order - Body, Matter
, Sense, Mind,
Languages: Common SW, Empire CW, Elder W


Psykionautics School - Mind altering thinkers 
 Materialist esoteric philosophers
WP - Club, Short Spear
NWP - Philosophy, Alignment Lore, Natural Lore, Psionic Law,
Devotions in order - Matter,
Senses, Mind, Body
Languages: Common SW, Ancient Written, Empire SW


The Brazen Noon - Mind Mages
 Mentalist magic users who hide among common people
WP - Staff, Shuriken
NWP - Sneak, Hide, Spot, Listen
Devotions in order - 
Mind, Senses, Body, Matter,
Languages: Common SW, Elder Written, Empire SW


Will do more types later

 Light Warriors
Psion of Law
Psion of Chaos
Brotherhood of the Brazen Noon
Some girly ones
Sage - sense
Healer - body
Hypnotist - mind
 
Mentalist – lv 6 

Matter disciplines or spells
Disintegrate
Turns stuff to dust
Plane Shift
Travel to another plane
Rusting Touch
Disintegrate 1lb/lv, 1R/Lv
Stone to Flesh*
Cure petrify victims



Body disciplines or spells

Phaze Door
+4 AC, +2 weapon to hit
Psionic Invulnerability
Spells under 5th no effect
Raise Dead*
Raise dead -1 Con
Sleep of Ages
Sleep for aeon, guard holy place

Mind disciplines or spells
Arcane Mirage
Huge Illusions like a village
Programmed Illusion
Activates on preset conditions
Projected Image
Project image of self
Shadow Beings
50% HP copies of beings, 1R/Lv


Sense disciplines or spells
Forbiddance
Moral opponents cannot enter
Legend Lore
Access from human knowledge
Planar Ally
Call a cult spirit or monster
Transplant Spirit
Swap beings souls


Mentalist – lv 7

Matter disciplines or spells
Animate Matter

Death Ray
Kills weak beings, cone FX
Prismatic Globe
sphere with multiple magic fx
Time Shift
Travel to another time

Body disciplines or spells

Create Life
grow a creature in a vat
Mass Healing*
4d8+1/Lv, 20Y/Lv radius
Shape Change
being or thing per round 1T/L

Mind disciplines or spells
Alter Reality
make illusion real
Mass Charm
one being/ lv
Shadow Beings
75% HP copies of beings, 1R/Lv

Sense disciplines or spells
Astral Travel
Can spirit travel to other worlds
Open Gate*
Open planar gate
Trap Souls*
Save or soul trapped in object


------------------------------------
that's the spell lists and classes done but will backfill more specialists for psionicists and shamen and get some input from my evilest players

next: new hexcrawl version of exile island map

Sunday, 3 February 2013

Psionics and Sorcery Mentalist Spell List 2


For the record the RQ shaman is the best version ever - i played many shaman for years and kept up with supposed more powerful types fine. Summoning controlling spirits helped you gain power points which gave you more spells and enchanting power. Not really translatable to dnd as was. Id toyed with shaman or psion but making this spell list finalized it. If you have a shaman they may meet minor local spirits most beings never see. A golin shaman might make a deal and got an allied spirit to help or alert them. A wandering shaman can be in peril, at home he knows the local spirits and has relations with them.

Spell components for mentalist spells
Mentalists use some kind of material focus which is not consumed like a priests holy symbol. Shaman use talismans as material components, usually trinkets made with beads, animal parts. They are easily replaceable on a days nature ramble in familiar territory.  Psionicists use crystals and jewels instead with a value of 1gp 1st, 2gp 2nd, 4gp 3rd, 16gp 4th, 60gp 5th, 360gp 6th, 3600gp 7th. Any type of mentalist may use tattoos or body paint or even symbolic clothing as a foci components.

Mentalist spells are as visible as others. Mentalist spells are visible to any aware being with a mind of some kind. A true automaton may not perceive them. Often involve neon beams, rays and auric emanations.

Often accompanied by verbal components including poetry, boasts, shouts, growls, naming the style, recount the ancestors, stating what you are doing loudly or some such gimmick.

Gesture usually is common including frowns, mimicking animals, martial arts katas, or something dramatic.

That's why these NWP are available:

Abjure Material component

Abjure Gestural component
Abjure Visual component
Abjure Verbal component



Shaman
Traditional tribal wonder worker

HD: 1d4+1
Prime Stat: Wis
WP: 1 (+1/3nd Lv)
NWP: 4 (+1/ Lv) 

No-WP mod: -4
Languages: 3d4 (+1/2 lv) S=spoken and W=written

Spells: Mentalist as a Shaman
NWP: Any
Shield: Buckler
Armour: Light
Weapon: Dagger, Club, Sling, Short Bow, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bolo, Dirk, Blowpipe, Chain, Rock, Staff,  Short Spear, Javelin, Dart
Fight as: Wizard

Save as: Priest

Shaman are the traditional healers, prophets and dealers with spirits for tribal cultures. Shamans can be any age and one may be a hunter til 50 before the shamans call. Many shaman apprentices have suffered some illness, loss or harm of some kind which alters their world view and opens their mind. A shaman teacher tests the apprentice and exposes them to the spirit world. They act as teachers, healers and diviners. Some prefer abilities of a physical nature or even call on abilities to control the physical world and elements. Shaman learn spells by deciding what powers they require then enter a trance to capture and ready spirits to be called when needed. Shaman keep tribe and sacred land safe. They deal with everyday spirits beneath the notice of others. They deal with the ancestral roots of things and study the lineage of all back to the dawn time. Shaman do everything by rote learning, memorisation and personal teaching. Shaman are common among humanoids who prefer demons, bad spirits and spectacular displays of Matter manipulation. Civilized mentalists have alternate theories as to how shamen magic works, often being dismissive of shamen as crazy charletans.
-Preselect disciplines before 8 hours trance to have spells ready, spell progression as Priest
- Get +2 any nature related lore skills, survival, history or spirit lore,
- Get +4 Memorize, Poetry, Sing, Chant
 
-1d6+Wis spell bonus disciplines known at first lv
-1d3+Wis spell bonus in new disciplines every new level
-Can learn disciplines from other teachers or even a spirit 24hrs per lv
-5th level get one apprentice, warrior guard  or animal follower or spirit totem friend, again at 7th, 9th every level from 10th
-At 5th you care for your family and local area
-At 10th you care for your tribe or clan proper and local region
-At 15th you are defender of your nation or people and all their lands
-At 20th you are defender of the plane and all humans


Shaman Spirit PowersA shaman gains a special spirit ally 2HD, +2 to hit, invisible non material. It lives inside the shaman. It can cast touch spells on persons. Move=Wis. Acts as a spy or even heal you if unconscious. Can learn wizard familiar NWP. Often resembles animal on Shames body. Can hide inside your spirit if being bullied. Detects as magic and as a spirit or invisible and alignment.
1st  See auras of disembodied spirits, ghosts, astral bodies
2nd See aura of anything with a soul or mind
3rd See undead or any animated with life force, also if affected by spell, spirits and health
4th Astral travel 1R/lv per day, move = Wis, body vulnerable
5th Astral travel 1T/lv per day
6th Fetch familiar spirit, invisible scout, mindlink
7th Fetch familiar astral travel for you or guard your body when astral
8th Fetch familiar can cast your spells, even heal you
9th Fetch familiar can become visible and talk
10th Astral travel 1H/lv per day, Can astral travel to other planes like underworld
15th Reincarnate if killed and soul intact
20th Can plane shift body to spirits location

Shaman Specialized Traditions

Every tribe and climate type have unique styles and skills taught since the dawn times. Many based on tribal ancestors.

Name - brief description
Cultural role WP - Weapon Proficiencies NWP - Non Weapon Proficiencies Devotions in order Languages

White Wolf - Hunters of the great wolf
Frozen plains herders and raiders
WP - Short Spear NWP - Ride Horse, Animal Lore, Survival, Healing, First Aid, Animal Trainer (wolf) Devotions in order - Body, Sense, Mind, Matter
Languages: Common S, Northern S, Elder S, Horde S, Old Way S, Wolf S, Hare S, Wild Man S

Red Bear - Lords of the Great Woods
Forest tribes resilient against invaders  

WP - Hand Axe 
NWP - Animal Lore, Survival, Healing, Herbalist, First Aid, Wild Man S, Animal Trainer (bear) Devotions in order - Body, Matter, Sense, Mind,
Languages: Common S, Northern S, Elder S, Horde S, Old Way S, Bear S, Eagle S

Great Serpent - Fangs of the Serpent
Harsh survivors of ancient civilization  

WP - Dagger  
NWP - Animal Lore, Survival, Healing, First Aid, Animal Trainer (snake), Tatooist
Devotions in order - Body, Matter
, Mind, Sense
Languages: Common S, Ancient S, Elder S, Horde S, Wild Man S, Old Way S, Snake S, Draconic S

Mother Cat - Lords of Night
Hidden hunters who fight by night 

WP - Dagger 
NWP - Animal Lore, Survival, Sneak, Hide, Nightsight, Animal Trainer (any one cat type), Devotions in order - Body, Sense, Mind, Matter
Languages: Common S, Empire S, Elder S, Horde S, Wild Man S, Old Way S, Wildcat S, Lion (or other) S

I'll add a few more later - Storm Ram, King Bull, Monkey King, Nanny Binx, Trickster, Ghost Man, Ancestor, Dead Man, some for monsters might be nice - Hyena, Spider, Bat, Octopus, Owlbear, Primal Chaos, Bad Man

 

Owl Bear - Cave Horrors
Savage cave dwelling cannibal killers  

WP - Dagger  
NWP - Animal Lore, Survival, Monster Lore, Hide, Sneak, Nightsight  
Devotions in order - Body, Matter, Mind, Sense
Languages: Common S, Elder S, Horde S, Wild Man S, Old Way S, Owlbear S, Owl S, Bear S

Mentalist – lv 4

Matter disciplines or spells
Air Walk
Walk in the air 1T/Lv Touch
Cone Of Cold
30 degree cone 1d4+1/Lv,100ft/lv
Dig
Move 10ft Cube/round, 2R/lv 100ft/lv
Dimension Door
Teleport 30Y/lv
Fire Wall
3d6dam+1/Lv fire barrier, 10ft high, 1ft wide,
10ft wide per level, 1R/Lv, 100ft/lv
Ice Wall
Ice barrier 10ft high, 3 foot thick,
10ft wide per lv, lasts till melts, 100ft/lv
Melt Metal
One Inch cube/Lv, cast on armour 1d4/lv, 100ft/lv
Shape Ectoplasm
Create one pound of matter/lv, 1t/lv or one/tenth mass for permanant

Body disciplines or spells
Animal Form
Turn to animal Lv = HD, 1T/Lv
Free Action
Resist paralysis, web, slow 1T/Lv 100ft/lv
Healing Circle
Heal 2d8hp+1/lv, 1Y/Lv Rd
Ignore acid
Immune
1T/Lv Touch 
Ignore cold
Immune 1T/Lv Touch 
Ignore fire
Immune 1T/Lv Touch
Shout

Deafen 1T/lv, harms brittle or crystaline things, 5ft radius, heard from miles
Stone Skin
1/2 kinetic dam, 1R/lv Touch


Mind disciplines or spells
Charm Monster
-4 if used on person, effects any living creature 100ft/lv
Confusion

Madness ray, 30degree Cone fx 100Y/Lv, 1R/Lv d3 1=stand still 2=attack friend 3=3 flee
Hallucinatory Terrain
Large illusionary wilderness 100Y square/lv, 1H/lv, 100Y/lv
Implant Memory
Alter persons memories 1T/Lv, Touch
Improved Invisibility
Can cast and fight while invisible, 1T/lv Touch
Phantom Killer
Illusionary killer, Save vs Illusion or die, 100y/lv
Remorse
feels bad, may change alignment after 24 hours
100y/lv 
Tongues
Speak any language including animals and monsters


Sense disciplines or spells
Bargain
Make a deal with spirit being takes at least 1T to cast
Circle of Privacy
Avoid scrying or spies 1Y/Lv, 1T/H
Dismissal*
Banish other world beings to home dimension
Divination
Ask one y/n per Lv, 1T/L 100Y/lv
Dream Vision
Enter dreamland and help or attack dreamer 1H/lv 1M/lv
Exorcism*
Save to repels spirit from host Touch
Planar Trap
Creature cant plane shift 1H/Lv 100ft/lv
Wizard Eye
Remote invisible spy eye 100Y/lv, 1T/lv


Mentalist – lv 5

Matter disciplines or spells
Animate Matter
Make objects move 10lb of stuff/Lv, 100Y/lv, 1T/lv
Mind Storm
1d6 dam/lv, 10ft/lv radius
Rot Wood
Destroy 1cubic F/Lv, 100Y/lv
Telekinesis
Move objects as fly 12 100lb/Lv, 1R/lv
Teleport
Teleport worlds wide touch, +1passenger/3lv
Telikinetic Crush
1d3/lv, 1r/lv of crushing 100ft/lv
Wall of Force
Invulnerable wall 10ft square per lv, 1T/lv, 100Y/lv
 

Body disciplines or spells

Polymorph Self
Turn self into creature 1T/lv
Death Ward*
Cannot die 1Hr/Lv Touch
Regenerate*
1hp/round, 1t/lv Touch
Metal Skin
+8 AC 1R/T Touch
Transfer Effect
cast any self spell duration effect from one person to another Touch
Warp Body
1d4 mutations, 1t/lv Touch
Resist Elements
+3 saves, half damage 1t/hr Touch

Mind disciplines or spells
Telepathy
Communicate and read minds sight 1M/lv for well known, 1T/lv
Shadow Creatures
30% HP copies of beings, 1R/Lv 100Y/lv
Quest
Force victim to go on quest
Symbol of Pain
90degree cone, -4 to act, morale 100ft/lv, 1R/lv
Incite Mass Fury
+2Hit,+2Dam, 30F radius,1R/Lv Will fight till duration expires
Awaken Animal
Makes animal permanently sentient Touch
Cloak of Fear
10ft/lv radius fear effect, 1R/lv

Sense disciplines or spells
Dream Mastery
Create a dreamland of your control, use with other dream spells
Contact Other Plane
Ask advice from other beings 1T to cast one question/lv
Magic Jar
May possess a being or thing and move to new targets, ends when returns to own coma body
Commune
Speak with personal otherworldy power 1R/lv
Curse of Otherworld
Torment spirits, -1hit AC Save rolls if possessed, can have multiple, 1spirit/lv, 100y/lv 
True Sight
See vs illusions and invisibility 1T/lv
Anti-Spirit Shell
1Y/lv radius, 1T/lv, Spirit Proof Barrier

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next:

Psionicist Class

Mentalist – lv 6 disciplines
Mentalist – lv 7 disciplines

Saturday, 2 February 2013

Psionics and Sorcery Mentalist Spell List 1



This spell list is my psionics system. I nabbed spells from my Wizard and Priest and Druid lists. Including original oriental adventures. I never really like the idea of many completely different game systems in DnD so i made this mentalist list up. I have two main casters. Shamen - who can prepare themselves and pre-learn a variety of spells and interact with spirits and commune with other worlds. Psionicist - a mind mage with more hand to hand prowess, who have pool of energy levels to cast spells or disciplines they know. I will do the classes shortly.

I want something as simple as the old spell systems but usable for fantasy and other genres. Call them mind mages, psychers, psions, illusionists, fakirs, hypnotists, sages, mystics, mental magicians, tomorrow people, whatever. In the world they should just be another kind of spell caster.

Spells or disciplines are grouped into 4 main devotions. A school or college or teacher usually only imparts one devotion so students tend to wander. Starting mentalists can access spell bonus (Wis for a Shaman, Int for a Psionicist) +1 possible devotions. Thus 18 in your prime mentalist stat lets you access all 4 devotions from the start. Otherwise you can get an extra one each new level if you change trainers.

Devotions
Matter - telekinesis, matter and energy school(Star)
Body - body control, healing and transformation school (Circle)
Mind - telepathy, charms and illusions school (spiral or wave)
Sense - awareness, alignment and other planar knowledge school (triangle)

Shamen (Summary)
Traditional tribal mentalists 1d4+1 HP per Lv
Start able to cast 4 cantrips 1 1st lv discipline + Spell bonus
Preselect disciplines before 8 hours meditation to have spells ready
Fight and save more like a wizard, limited weapons, good NWP
1d6+Wis spell bonus disciplines known at first lv
1d3+ Wis spell bonus in new disciplines every new level
Can learn disciplines from other shaman or even a spirit 24hrs per lv

Psionicist (Summary)
Civilised schools of mentalist powers1d8 HP per Lv
Start able to cast 4 cantrips + Spell bonus
8 hours meditation to have energy levels ready to spend on disciplines
Fight and save and weapons more like a priest but edged weapons
Gain some powers to see and interact with spirits and other planes at high levels
1d3+Wis spell bonus disciplines known at first lv
1+ Wis spell bonus in new disciplines every new level
Can trade a non weapon proficiency slot for a discipline

Elves, bards and some others may choose mentalist spells. Choose to be more like a shaman or psionacist for casting style and memorization. Touch spells can only effect yourself not others like specialists

Matter Lore, Body Lore, Mind Lore and Sense Lore are psionic non weapon proficiencies (NWP). Give +1 Lv to effects of disciplines of the appropriate devotion. Also taught by schools.

Balanced-Neutral have the most enemies for alignment struggles getting bonuses vs law, chaos, good and evil, under my alignment rules

Psionics for other classes
For a -5% xp cost a character of an other class could have their Wis bonus in mentalist spells. Only ever get one devotion. Disciplines learned and recovered like a Psionicist. Only get one new discipline known per level. Touch spells can only effect yourself not others like specialists. Basically a 18 Wisdom warrior decides he might go psionic so basically gets a new usable mentalist spell every level till 6. After that can just pick new disciplines known but no additional castings. Spell power levels would increase also.

Spell Name
FX description, range (ft=feet, Y=Yards, M=Miles), duration (R=Round, T=Turn, H=Hour), extra shots/lv, touch spell needs touch for powers to benefit

Mentalist – lv 0

Matter disciplines or cantrips
Animate Toy
hand size toy animates 1T
Conjure Cold
chill room or cool drinks 10ft/lv 1T
Exterminate Pest
Kill 1d6 hp of vermin in room 100ft
Gust of Wind
Blows small object or sail, candle out, papers, tightrope walker 100ft
Icicle
create dagger made of ice 1T
Open/Close
Open or close door, draw, lid, press a switch 100ft
Phantom Pen
takes dictation if provide ink, paper, pen 1T
Snuff Light
torch, lantern, or candle 100ft
Strike
1d3 slap 100ft
Wizard Hand
teleport hand size thing from palm to palm

Body disciplines or cantrips
Charisma
+1 1T Touch
Constitution
+1 1T Touch
Dexterity
+1 1T Touch
First Aid
Heal 1hp touch
Intelligence
+1 1T Touch
Praise
+1 for first hit 1T
Resist
+1 next save within 1T touch
Strength
+1 1T Touch
Virtue
+1 HP 1T touch
Wisdom
+1 1T Touch

Mind disciplines or cantrips
Arouse
under 4HD person or animal 10ft/lv, 1R/lv
Calm Person
Relaxes hysterical person or animal (gives a morale check)
Courage
+2 next morale check 1R/lv
Evil Eye
-1 on a next save once 1R/lv
Noise
distracting sounds 30ft/lv 1R/lv
Palm Size Illusion
1 rounds + 1/lv
Scare
30ft/lv 1R, under 4HD target, gets a save
Stun
30ft/lv 1R, under 4HD target, gets a save
Whisper
Carries 1word+3words/lv message within sight
Winners Grin
+1 Reaction roll, 1R/lv

Sense disciplines or cantrips
Detect Chaos
100ft 1T
Detect Direction
100ft 1T
Detect Evil
100ft 1T
Detect Good
100ft 1T
Detect Hostility
100ft 1T
Detect Law
100ft 1T
Detect Life
100ft 1T
Detect Mind
100ft 1T
Detect Sentient
100ft 1T
Detect Spirits
100ft 1T

Mentalist – lv 1

Matter disciplines or spells
Unseen Servant
Invisible slave 1T
Feather Fall
Fall harmlessly one fall
Animate Rope
1r/lv moves 12 save or bound
Mental Bolt
1d3/lv, mental damage 30ft/lv
Kinetic Bolt
1d8+1 xtra missile/4lv, 50ft/lv
Mind Sword
temp magic weapon 1d8 damage 2R/lv
Produce Flame
1d8 flame +1/lv, hand or shoot 30ft/lv
Return Thrown
Weapon or missile returns to hand instantly 1R/lv touch
Bless Weapon*
+1 magic hit and damage 1R/lv touch
Psion Sheild
+2AC 1T/lv touch

Body disciplines or spells
Accuracy
double weapon range 1R/lv touch
Call faith*
+3 on one roll touch
Cat Sight
Lowlight vision 200ft/lv, 1T/lv touch
Feign Death
3T/lv touch
Jump like frog
+10y/lv 1R/lv
Regenerate Wound*
1d6 and +1/lv rounds heals 1hp per round, touch
Run like Wind*
double speed 2R /lv
Silent Running
+4 sneak and hide, 1T/lv
Spider climb
cling to surface like a bug 1R/lv
Swim Like Fish
Swim normal move 2R /lv

Mind disciplines or spells
Charm Person
makes person friend 50ft/lv
Cure Paralysis*
Frees from hold or web 30T/lv, 1R/lv
Friends*
+4 Charisma 1T/lv
Mask
illusionary face 1T/Lv touch
Prismatic Orb
variable effects per lv 100ft/lv, 1d4 dam lv 1, 1d6 lv2, 1d8
Ray of Weakness
30degree cone fx save or lose 1d4 Str, 1t/lv,
Remove Fear*
Cancel fear 30T/lv, 1R/lv
Sleep
up to 8HD foes affected 2HD above get save 30ft/lv, 1T
Taunt
make someone attack you 50ft/lv
Ventriloquism
make sound 30ft/lv 1R/lv

Sense disciplines or spells
Augury
Ask god if future actions good yes or no
Comprehend Language
Understand spoken words 1T/lv Touch
Detect Alignment*
1t/lv 100ft/lv
Detect Emotion
1t/lv 100ft/lv
Detect Passage
1t/lv 100ft/lv
Faerie Fire
foes in 30ft glow +2 to hit, 1T/lv
Hide Alignment
1t/lv touch
Identify
recognize magic item
Know History
know history of thing or person
Trance
learn about local spirits in area 1T/lv

Mentalist – lv 2 disciplines

Matter disciplines or spells
Arc
2d8 dam shock, 1 shot every 5lv, 30ft/lv,
Giants Blow
max damage one melee hit, one more each 5th/lv, 1T
Heat Metal*
1dam/R/lv on metal armour, extra target every 4th/lv, 100ft/lv
Knock
Open a Lock
Levitate
Float 10 across or 30 up/R, 1T/lv
Mental Fortress
+2 mental saves, 1T/lv, touch
Missiles Sheild
Resist non magic missiles 1T/Lv, touch
Pain Ray
cone, 10ft/lv, save or -2 hit, 1R/lv
Psionic Choke
save or 1/lv choking attack
Spiritual Weapon
1R/Lv, animated Weapon

Body disciplines or spells
Ears of the Bat
See with sonar 30ft/lv, 1T/lv Touch
Infravision
See in dark 100ft/lv, 1T/Lv Touch
Eyes of the Hawk
See like a hawk 1T/lv Touch
False Life
+d10hp+1hp/Lv , 1T/lv, touch
Monkeys Charm
+4 Cha 1T/Lv touch
Cats Grace
+4 Dex 1T/Lv touch
Snake’s Cunning
+4 Int 1T/Lv touch
Bull Strength
+4 Str 1T/Lv touch
Bears Endurance
+4 Con 1T/Lv touch
Owls Wisdom
+4 Wis 1T/Lv touch

Mind disciplines or spells
Alter Self
Illusionary transformation into other being 1T/Lv
Blur*
+4 AC, +4 Hide,1T/Lv Touch
Enthrall*
1d6 HD/Lv listen as you talk or perform 1H/lv
ESP
Read a mind if fail save, one round per mind, 100ft/lv, 1R/lv
Hold Person*
paralyze 75ft/lv, 1R/lv, 1 target -4 save, 2 ppl -2, up to 3-4 ppl
Invisibility
Lasts till make attack or cast spell Touch
Laughter
Victim laughs insanely -2 on everything, hard to cast spells, 100ft/lv, 1T/Lv
Mirror Image
1d4 Illusionary copies, disappear if takes a hit for you, 1T/lv
Phantasmal Force
Illusion with Sound 100ft, 1R/Lv
Whispering Wind
Short message sent, 10 words per level, 1 mile/Lv

Sense disciplines or spells
Align Weapon
+2 vs alignment opposite, 1R/lv, touch
Bless Sleep
Alerts to dreams intrusions and ambush while asleep, one night, touch
Commune With Spirit
Talk to local spirits, 1R/lv
Death Recall
Replays corpses last moments, 1R/lv, touch
Detect Invisible
100ft/lv, 1T/lv, Touch
Detect Traps
100ft/lv, 1T/lv, Touch
Dream Sight
See inside a sleepers dreams 1T/lv, Touch
Earths News
Informs of great events in region, 1/lv
Locate Object
Seek specific thing 100ft/lv, 1T/lv, Touch
Reflecting Pool
Turn reflective surface into remote viewer, see well known place or person 1R

Mentalist – lv 3 disciplines

Matter disciplines or spells
Fly
Fly 24, various forms, wings, rockets, on cloud, 1T/Lv Touch
Force Bolt
1d6+1/lv damage missile, 100Y/lv
Freezing Ray
1d4/Lv and slow 1d6 if fail save (1/2 move -2 hit and AC)30Y/Lv
Ghost Armour
+6 AC, 1T/lv, Touch
Psionic Assault
1d6/lv damage mindbolt 100ft/lv
Psionic Claw
+1d6 magic on unarmed attacks, 1R/lv
Telikinetic Arm
can fight, carry, 10lb/lv, 100y/lv, 1R/Lv
Wall of Wind
10ft high 20ft wide 10ft wind downs flyers, stops missiles, save to pass
Water Walk
Walk surface 1T/Lv,1 Person/Lv, touch

Body disciplines or spells
Breathe Water
breathe in water 1T/Lv
Cure Deaf Dumb Blind*
cure one affliction touch
Cure Disease *
Cure one disease touch
Expand Mind
+3lv worth 1st or 2nd spells, 1H/lv
Haste*
Double Attacks and move
Neutralize Poison*
Remove all poison in person
Regenerate Injury
3d6hp+1hp/lv healed one per round regeneration
Vampiric Touch
1d6hp/2Lv, drain touch add to own and heals, 1R/Lv, health buffer lasts 1T/lv
Wraithform
+1 magic be to hit, move through cracks, looks scary

Mind disciplines or spells
Disguise
Illusionary appearance 1hr/Lv
Ego Whip*
30degree cone, 30f/lv, -2 hit, save, morale, 1R/Lv
Fear*
cone fx, 1r/lv victims flees
Incite Fury*
+2Hit,+2Dam, 1R/Lv Touch, will keep attacking whole duration, +1use/4lv
Oath
Force into making oath touch
Spectral Force
all senses illusions, 1pt/lv damage per round, 100ft/lv, 1R/Lv
Suggestion
Make obey suggestion 3 words per lv
Telepathy
Communicate by thought 1t/Lv, 100y/lv
Tongues
Speak to any being even those without language

Sense disciplines or spells
Clairvoyance
Remote viewing and hearing 10Y/Lv
Detect Enemy
30Y/Lv, 1T/Lv
Detect Lie
100y/lv, 1R/Lv
Detect Planar
30Y/Lv, 1T/Lv
Detect Treasure
30Y/Lv, 1T/Lv
Hide from Detection
1T/lv Touch
Master Craft
one build project +4 skill for up to 8H 
Memory Read
Read a person’s deep past 1r/lv, touch
Speak with Dead
One question per lv, need corpse or personal item

--------------------------
next:
Shaman Class

Mentalist – lv 4 disciplines

Mentalist – lv 5 disciplines

after that:
Psionicist Class

Mentalist – lv 6 disciplines
Mentalist – lv 7 disciplines


Friday, 1 February 2013

Shopping Spree - First Glance


Spree on RPGNOW.com.

La Puerta de Ishtar (I translate as "Ishtar's Gate") Pack of Illustrations
Art pack for Spanish language Babylonian-Assyrian-Akkadian fantasy game. I had contacted  Rodrigo García Carmona maker of this RPG asking them to make a English version as i was so intrigued by art. He recommend i grab the art pack which this is. Some good derivative of historic sources. Some lovecraftian and monsters in ancient costume. Some really great images of monsters. Really good for any middle eastern game, especially bronze age.  Some despot king has been breeding minotaurs and hybrids for armies is one feature of the game i get. Inspired me to do some art and get a site of Ancient Babylonian clip art running. Or I could do a regular post of something from their and make up some game related content. I was also recommended: Ancient Kingdoms: Mesopotamia which looked ok. Testament rpg was kinda too biblical in its history which i have always mad irrelevant backwoods tribal stuff. Anyway this is a game really using cultural images to great effect and is beutiful. The glimpses of the alt history magic intrigue me. I await more of this development. Im ispired which is the most you can hope from art.

best English review
http://eldadoinquieto.blogspot.com.au/2012/12/review-of-la-puerta-de-ishtar.html

Several Cthulhu Mythos things crept into every game ive seen set here but i did it in my game too. I had a sunken decrepit city with collapsing ziggarutt and mismanaged canals (as if thew wanted a flood). Of course it was a Deepone hell hole. They spent cards to escape promptly after being suspiciously housed up right in temple district near ziggarutt . Two groups running 4 years never went back.

Also got me to dig up my fave gamer non fiction campaign game book: Gods, Demons and Symbols of Ancient Mesopotamia by Black and Green. The Assyrian by Nicholas Guild is best historical novel ever. I knew real history and still was gripped till the last page. Creation by Gore Vidal is good too but about Persian diplomat in Greece, India and china. Herodotus the histories is the best rpg supplement ever.



Adventures into Darkness: M&M Superlink
What if HPL went on to write golden age superheroes. Very diferent to my own ideas but great fun. Would work in pulp game nicely too. I have a few M&M products some fan stuff is sub standard but this is great. The historic out of copyright ww2 heroes they use are pretty interesting in their own right. Being ex comic industry slave i only got a few credits ever so i squint at seeing artistic alteration of real art but sigh its still good and might attract people to these public domain heroes of ww2. Looks like an entertaining read. Later: very good and snuck into continuity better

B/X Companion
This is what it sez: the companion rule book we were expecting. I could get the old red and blu basic sets and run this for sure. I am tempted to get character class book by same writer. Some spells i can steal. An amazing effort.

B1 In Search of the Unknown (Basic)
Begining DM book with training wheels - reads like a list of generic dungeon rooms you could use with any random map. Fun and i like the npc generation stuff. I didn't like this when i was 13 but now i think its cute. I like the idea of dungeons with unfinished bits and building in progress. FREE!

Beyond Red Crater
Mutant Epoch stuff is well written and full of ideas to steal. Go get the big bundle - 800 pages of crazy stuff. This module seems text denser and a bit of a slog (but dont stop doing it guys). New monsters cool. The variant breed tables for every species in this game is fantastic.

BLUEHOLME™ Prentice Rules
A good basic DnD clone with a few areas I dont roll that way but its free so get it. Introduced me to art of Henry Justice Ford (1860-1940). Id been using this art for a while without realizing it. Friggin genius got me digging hard at 1890-1930s illustration.

Realms of Crawling Chaos
Cthulhu for fantasy rules. Kinda a recap of Mythos stats for DnD. A good take on some classics. The best thing is spells and items. Some good art and old school art. Cant wait to have poor players find these spells in a book. Later: really good magic items. One is items that cost wisdom points and summon gods. Bwah hahaha! Badguy wouldn't think twice about doing it. PC could get non cleric follower to use for party. Force a kobold to call the god for you.

Starships & Spacemen 2e
Makes me want Buck Rogers game. I'm interested in DnD rules for other genres at the moment and this has some solid ideas. Startrek DnD which i would never have thought of. Gurps seems appropriate and i played several trek games and starfleet battles as a teen in 84. Later: Nice simple and delivers retro-trek style fine.Technically the crew would get better ships lots as they raised level. Good simple game - could give some bizarre treatment and add to realm of crawling chaos and have space dungeons - a good framework for SF game.  I also remember a figting fantasy book did a good  Trek type book too. Trek seems more suited to skill resolution vs heroic combat game. This book proves i was wrong. Make good intro game for my old school game at urchin books. Which reminds me Id better get it organized....



Sydney Oldschool Gamers Group

Meet 1st SUN every month 11-4, Tea and snacks provided.
C/O Urchin Books, Marrickville Rd Marickville 

Basically meet to play older and simpler style pen paper and dice role-playing games. You are not really nerdcore if you haven't done this. We started with Call of Cthulhu horror RPG based on works from HP Lovecraft (1920s and SF). Currently playing 2nd ed Gammaworld (a comicbook sci-fi post apocalypse exploration game). Will keep playing this Feb-March. Possibly have splinter game running elsewhere. Probably be be playing oldschool Dungeons and Dragons in the future.

Other games I could run in future including:


Dungeons and Dragons type game systems

ye olde Red book basic Dungeons & Dragons or a simple clone game (best for at least 3 sessions to enjoy going up levels) or even simpler fighting fantasy? Set on my Exile Island map.

Voices from beneath the Long Stairs
Dungeons & Dragons - Cold-war politics is alive! Secret government gates to a Dungeon dimension send missions to loot and explore. Modern Army vs DnD!

Over the Top Space Opera SF Action - Using a DnD based mechanic. Flash Gordon vs Star wars. (one off game)

Just got Starships & Spacemen - a DnD meets Star Trek game. Doublepluss nerd cred. (one off game)


Original Gammaworld is DnD based post apocalypse game with lots of variety, would like to detail oz version


BRP (Basic Roleplaying System) type game systems

Cthulhu, Ringworld, Runequest3, Elfquest, Stormbringer, pendragon, Worlds of Wonder, all use the same basic role playing rules. These are some I have or could run. BRP is all about skill rolls more than fighting if possible. RQ or RuneQuest is a fantasy game. Ringworld is a space game based on Larry Niven. Call of Cthulhu is a horror game for monster hunters.

Gritty SF Ringworld based mechanics 30 000 years in the future (take a few sessions)

Superhuman Hybrid Agents vs Cthulhu - a call of Cthulhu and super-world mash up (one off game +)

Cthulhu Metropolis a silent movie deco-punk sf horror mash up (one off game)

Griffon Island Runequest3 land on a savage island filled with adventure and magic

RuneQuest3 Babylon my historical inspired fantasy game

Glorantha RuneQuest3 one of the most detailed fantasy worlds ever conceived, mythic bronze age

Dark Age Europe Runequest3 default setting (14th C Dark Lands game cool too)

Stormbringer 1st edition, Doomed world of magicians in Michael Moorcocks eternal champion multiverse

Other Genre type game systems
Some other games and genres i would run


Marvel Superheroes MSH 80s rules - game with one table does all e-z over the top fun - I ran a game of this for 20 years is one of my gamer feats. Run as Marvel universe or make unique characters in unique world. (one off game +). Can play pulp era, Victorian or golden age or other period game.

Star Frontiers - Simple SF game from TSR makers of DnD

Top Secret S.I. Espionage game but also with near future transhuman super agents or 30s pulp setting. I shpild look at original version again too.

Metamorphosis Alpha - Ignorant descendants of astronauts explore generation starship - Gammaworld game original setting like Bryan Aldiss novel Non Stop

Id consider Steam Punk DnD or BRP or other system - space 1889 was a great 80s game world, im a big Oswold Bastable novel fan. Possible explore new world of science every game - Visit Moon, Atlantis, Carcosa,

TORG - id use another game system and change but basically our world is invaded by other weird cosms (with different reality rules)

 Id consider other historical fantasy or horror genre games 

 Starships and Spacemen visit Carcosa planet of Evil! (would be hilarious)