Thursday, 4 November 2021

Psionics Revision Lv One





























So this is the second part of my workshop this list and more to come. 

*spells are reversible with reverse version Italicised within the description of spell. This was a cool feature in BX. Priests got the most and wizards got a few. I have a magical skill that lets you use the spell words backwards at will instead of memorising the reversed spell. These also give priests more spells than the basic list suggests.

So while revising these from my Planet Psychon book and older versions on this blog. As I work I have to go back to other versions of spells on priest, druid and wizard spells and sometimes I rewrite all 4 versions. Still unsure if I need a word doc with a table and all spells on my own row so I can sort by name, type, level etc easily or even print all spells into a booklet by name and have lots of lists in the book for basic classes but also recommended or alt spells for cleric religions, bards, elves, schools of wizards or psion types. In the long run, this is possible sensible. Tables are a bit trickier on my freeware than windows or InDesign or I could go learn how. Anyway, the point is every addition to spell lists has lots of checks and rechecks rather than spewing out my mind in the usual Kerouac style of my blog posts. I had a helper with the zero and 1st level to help me get this far.

Also finding other mistakes as I go which is good but slows down and Provers the alphabetical all spells mixed is gonna be the final way to go plus lots of lists for classes. Killed off reading magic for wizards - it's a bunch of tedious rules that exist to make life harder for little gain in the game. I am gonna make more spells reversible like enlarge/reduce too as it will make it more useful.

Ideally, I want my 4 spell lists divine, nature, arcane, mentalist to have similar amounts of spells to choose from. So far 8th and 9th are only for wizards. Changed some spell names so i could use them on multiple lists without class baggage. You can give spells flowery names if you want on top of these.

zero & 1st level  40 spells 
2nd & 3rd 30 spells
4th & 5th 20 spells
6th 14 spells
7th 12 spells
8th 10 spells
9th 8 spells

As I'm running weird gammaworld mad max dnd I have needed to think out how psionics magic and ultratechnology and even just electricity detect as magic. In Planet Psychon proper this is easy to rationalise as all magic is gods technology. It's a bit trickier in say a world where dungeon dimension wizards sneak into an airforce base or some wizards go through a portal to a more lawful and scientific plane it is trickier. Ultimately for a gonzo science and sorcery game I think you need to include electric and advanced materials as magic. Maybe not +1 magic but still magic. Possibly a skilled practitioner can determine what type of magic and power source.

1st Level Psionic Spells

1 Animate Dagger [R9][DR] Cause a dagger to fly at Mov12 and attack on own using the casters to hit bonus. If it leaves the wizards range the spell ends. The dagger can be attacked as AC+5 and if struck by a melee weapon the dagger gets a 12 or less save on a fail the spell ends. You could use an arrow or dart but the damage is only d3 and the weapon save is 6 

2 Animate Rope [RT][DR][SN] control 3m/Lv rope by touch, entangle a victim per round

3 Augury [RS][D1T] ask a Y or N question of higher power per level in a turn long ritual

Comprehend Language [RS][DT] understand any speech or writing but not speak

5 Cure Paralysis* [R9][DR][SN] cure one person affected by paralysis effects. Cause Paralasys paralyse a person or creature

6 Deflection [RS][DR] make a Vigour save from any normal non-magic weapon damage and it is halved 

7 Detect Enemies [R12][DR] can sense oppositely aligned beings or hostile foes who would attack you if you met, blocked by 1m stone or 3m of soil or wood

8 Detect Spirits [R3][DT] ritual trance to see local invisible non-corporeal spirits or undead which possibly communicate if they choose to. Spirits personality and alignment can vary especially in certain locations. Imploring spirits for aid might get interested of a good spirit
 
9 Cats Eye [RT][DH] can see in dark as a cat for hour per level, must have some dim light like starlight or moonlight not complete darkness of some caves or magical darkness 

10 Charm Person [R9][DD][SN] target humanoid save or become a loyal friend of the caster. Conflicts of interest like killing their comrades, self-harm or contrary to alignment might gain them additional saves

11 Fangclaw [RT][DT] +1 damage and to hit on unarmed or animal attacks allowing them to harm some magical creatures as a +1 weapon

12 Feather Fall [RT][DR] protect a person from one fall without harm then ends

13 
Feign Death [RT][DT] willing subject stops breathing, becomes cold and shows no signs of being alive unless they move. Undead will detect them as non-living

14 Fog Cloud [R6][A3][DT] obscuring mist reduces visibility to only 1 range and muffles sound slightly, wind can move the fog reducing duration to [DR]

15 Friends [RS][DT] appears friendly and makes a good impression on encounters that could possibly be friendly or at least indifferent, not undead or magical creatures or planar beings, +1 reaction rolls 

16 Identify [RT][DI] learn one property of a magic item per level by touch

17 Illusion [R6][A1][DR][SN] visual-only illusion, Talent save to detect flaw or signs of illusion and contact with the illusion exposes it as false. It can still conceal reality and is often used to make a scary phantom or hide something inside an area like a pit or fake other magic effects 

18 Invisible Servant [RS][A3][DT] Invisible spirits will clean, serve food and drink, open doors or groom caster as if phantom hands aiding them 

19  Kinetic Bolt [R9][SH] d8+1/Lv if target human size or less requires agility save or pushed a d3m and falls prone

20 Know History [RT][DI] learn one/Lv interesting significant fact about a person or object

21 Light* [R12][A3][DT][SN] Create a point of light like a lamp, the targeted person who fails save is blinded and -4 to hit and most skills, if they save the light is fixed at that location, not on them. Darkness creates unnatural magic darkness instead that non-magic light has no effect inside

22 Mental Bolt [R9][SN] d3/Lv mental damage vs creatures with minds including undead

23 Mesmerise [R3][DR][SN] HD per level of living beings distracted by gesturing shiny objects and vocal tones, victims watch fascinated but may get an additional save if fights or other distracting events within sight

24 Omen [RS][DH] granted visions of bad omens about future, gives one omen of trouble ahead per level, Will save to see the warning of a potential hazard or threat per level. Does not indicate the type of threat only something harmful is near 

25 Mask [RT][DT][SN] disguises head, face and hair with an illusion including hats and headgear for disguise or festivities or ritual. If the form of a specific person or uniform their allies spot flaws in the Illusion on a Talent save 

26 Mind Sheild [RT][DT] +2AC and Will Save, user glows faintly 

27 Poltergeist [R3][A2][DR] objects in the area shake violently and are hurled around by spirits who also bite and scratch for a d3 damage to all in the area per round, anyone who can see magic or spirits will see invisible spirits making the attacks and can avoid damage from them

28 Power Leap [RT][DR] add 1 to jump range per level, one jump per round or one single jump +3 per level range then the spell ends

39 Power Sprint [RT][DT] add 1 to Mov per level, don't tire from running 

30 Power Swim [RS][DT] add 1 to Mov rate per level in the water, don't tire from running, hold breath round per level 

31 Produce Flame [R6][DR] Produce d6 ball of flame in hand once per round, can throw with an attack roll to hit at enemies, can ignite flammables

32 Protection From Spirits [RT][DT] Spirits and non-coporeal undead require a Will save to be to attack the spell user. Each attack they can make an attempt, once saved they may attack the user but with -2 to hit. The user gets +2 to save vs any spirit spells or abilities

33 Regenerate Light Wounds* [RT][DI] stimulates body recovery 1hp per round for d6+1/level rounds, does not regrow or reattach organs or limbs but stops bleeding  

34 Remove Fear* [R9][DR][SN] remove magical fear Cause Fear fail save or victim flees

35 Return Missile [RT][DR] a missile affected to return to the user's hand at the end of the round, good on arrows, hammers, daggers, spears

36 Shatter [R6][DI][SN] can break a non magical object from a distance as if struck with a mallet. Fragile ceramic or glass is automatic, wood gets a save of 8, metal gets a save of 12. If used on a creature it does d d8+1 per level

37 Spectral Minions [R3][DR] create luminous phantom persons or creatures per level who will obey your thoughts and fight AC+3 1HD Att d6 Mov 12. Not living beings and immune to mental effects unless the caster is affected  

38 Silence [RT][DT][SN] user makes no sounds moving, hitting with weapons or even speech. Can be used to interfere with spell casters if they fail a Will save
 
39 Ventriloquism [R12][DT][SN] Make illusionary sounds or throw fake sounds and voices 

40 Windblast [R4][AC3][D1R][SN] Can clear areas of smoke, gas, fumes or odours, blow out small fires, and mess up paperwork. Might save to resist or small or airborne creatures or are blown away to spell range and medium and human size animals fall prone 

Wednesday, 3 November 2021

d100 Encounters in a Prison Riot




































This is meant for fantasy more than modern era or space stuff. It is horrible but as my setting is based on awful historic reality so be it. The anti slavery and anti torture movements in my world are only just beginning and players are welcome to help these causes and make the world nicer. Starting in a baseline utopia is pretty boring and in most books you yould get away from them or visit one that is secretly horrible. One of several prison articles I have done and meant to do for years. I just did a prison map thing so in the mood. Some future adventurers in a game of mine im sure will be in prison.

More Psionics soon.
What should I do for my upcomming no2000 post?
I just hit number of posts for my birth year

d10 Quick Types of Event
01 Control
02 Rioters
03 Screw Schemes
04 Violence
05 Gangs
06 Escape
07 Parley
08 Not so bad stuff
09 Strange
10 Supernatural

d100 Encounters in a Prison Riot
01 Alarm bells and horns sound out alerting all staff
02 Guards go to the armoury to gear up for riot
03 Guards patrol the outer perimeter and lock all gates
04 Guards with dogs patrol outside or between walls
05 Governor sends someone for help from militia
06 Governor demands end to this nonsense immediately
07 Armoured guards attack hotspots and seize chokepoints 
08 Crossbows or muskets fire warning shots
09 Other local militia or military arrive (often cavalry)
10 Non-essential personnel flee the prison
11 Prisoners seize guards as hostages
12 Prisoners free tortured inmates and hang torturers
13 Prisoners start a fire
14 Prisoners control a wing or a yard
15 Prisoners in holed up in tower or outbuilding
16 Prisoners threaten death to hostages if not released
17 Prisoners demand better conditions and fewer inmate deaths
18 Local crime guild offers to stop mess for money
19 Riot is to cover an escape attempt or part of a bigger plan
20 Prisoners barricade selves in with captives
21 Priest offers to talk prisoners down
22 Governor* tries letting prisoners find drugged wine
23 Guards throw in wasp nests
24 Guards back off to starve prisoners out
25 Governor* threatens death sentences
26 Governor* offers clemency if all surrender
27 Guards try to smoke prisoners out
28 Governor* offers a shot of rum and extra bread if everyone turns in
29 Governor* flees in a panic early on and looks like a foolish coward
30 Governor* calls some local adventurers to help
31 Inmate stabbing d4 1=inmate 2=guard 3=dog 4=pillow
32 Inmate chewing on a corpse happily
33 Inmates discuss how to execute guard captives
34 Two gangs of inmates argue over what to do, shouting gets louder
35 Inmates arranging dead guard bodies laughing
36 Inmate writing on the wall with blood
37 Guard being tortured by inmates
38 Gang handing out improvised and captured weapons
39 Inmates have trapped a guard dog and intend to torment it
40 Inmates making improvised weapons and incendiaries
41 Gang chanting and singing confidently with leaders urging on
42 Gang use mattresses and use as shields to rush truncheon armed guards
43 Gang leader tries to unite all in a unified mass escape 
44 Two leaders and followers feud over who to unite under
45 Gang plan to kill weaker more harmless felons
46 Two gangs fighting each other
47 Gang faction hold kangaroo court over unpopular inmates and guard captives
48 Gang make a cruel gauntlet ritual and force captive guards through 
49 Gang force guards to fight each other to the death
50 Guards forcing guard to eat human flesh
51 Inmates trying to remove some bars
52 Someone breaks through the roof
53 Inmates breaching barred gate with improvised tools
54 Inmates improvised climbing equipment 
55 Inmates get to work finishing a tunnel they worked on for months
56 Someone climbs and jumps the outer wall but is injured on landing
57 Inmates build a battering ram and smash through a gate
58 Inmates breach a wall with improvised tools
59 Some inmates in guards uniforms and with keys trying to get out 
60 An inmate with a hostage wants to cut own deal to get out
61 A local gang sabotage guards schemes from outside and block reinforcements
62 Escaped convicts years ago formed bandit gang who come to help free brothers
63 Both sides back off and barricade themselves 
64 Both sides parley by yelling over a no mans land
65 Representative of criminal mob to meet governor with demands
66 Both sides sling verbal abuse
67 Prisoners demand food and grog as they have hostages
68 Savage battle erupts with losses on both sides
69 Guards attack and target one of the inmate leaders
70 Truce called so both sides can collect dead and have medical care
71 Inmates capture medical supplies and rum and want to party
72 Inmates graffiti everything possible
73 Inmates fling chamber pots at the guards
74 Inmates blame everything on a single senior guard
75 Inmates discover fraudulent documents and corrupt records
76 Inmates find cult paraphernalia in some guards lockers and a secret cult shrine
77 Inmates with a smuggled in messenger pigeon get their true grievances to public 
78 Inmates build a catapult of junk to hurl stones and chamber pots over walls
79 Inmates get on walls and bare their buttocks to taunt guards
80 Inmates hiding wounded guard as he not as awful as the rest
81 Governor releases beast d6 1=giant spider 2=giant slug 3=troll 4=carrion crawlers 5=basilisk 6=flesh eating ape
82 See one of the gargyoles on tower kill someone and eat them
83 Governor hires some evil orc riot breaker berserkers, what could go wrong
84 Governor sends a trained gelatinous stalker to kill specific inmates through vents
85 Guards smoke the sewer rats in drains to all exit into prison, some are huge
86 A gang of hungry doppelgangers infiltrate guards to kill and create havoc
87 Inmates united by ordeal create a new cult or gang 
88 Inmates found entry to secret dungeon under prison
89 Goblins or kobolds burrow in from below and give inmates old weapons and armour
90 Mimic chest eating an inmate
91 Graves of the nameless dead buried between walls arise to escape
92 An inmate is a werewolf or other lycanthrope or shapeshifter
93 Inmate cultist uses the chance to sacrifice victim and call a demon
94 Devil cultist offers inmates jobs in hell if they just submit to transformations
95 Cult outside prison try to help brethren inside
96 Wizard or priest spell user arrives to assist the governor
97 Evil entity beneath the prison is awoken by violence and comes to feed on living
98 Phantom spirits of old inmates are awakened by the psychic anger of inmates
99 Evil wizard or priest with followers arrives to add to the chaos and sabotage guards
100 Cultists call on their dark lord for a miracle and lightning destroys a wall

Psionics Revision Lv Zero




































Revising My Psionics into a booklet soon and it's a slog so I thought Id workshop it out on the Blog level by level. I will be adding more levels and possibly change some details.

So my favoured readers, sing out If you have requests for other stuff as my own gaming needs I'm pretty far ahead of. Do I need separate psionics or Mystic class? Could I roll shamen into this? One other writing job to finish to and hope I can face killing it.

The plan is my Psionics are just another spell list like priest or wizard spells. Many are based on other spell lists. Also as I don't have an illusionist class I'm including some of them. It is in part sf psychic/mentalist/spiritualist/mesmerist based.

I did have all spalls divided into energy, matter, body and perception-based spells but I'm discarding that concept as I've ditched lots on AD&D unearthed arcana type pages of rules to limit what characters can do without much reason. If you need a table of limitations it's probably a messy rule addition. I will develop these as variant pregens I use for new and late players. I will add some other specialists using this list. I have let bards and others use them fine and space elves they work for too. In a more SF game, I might swap some out. I was once interested in a psionics specialist class but probably a sorcerer or bard or elf would do fine mostly. I would probably make like a victorian occultist, possibly shamen, illusionist or mystic pregen builds. I did like the BECMI D&D take on Illusionists in Glantri who are connected to a dream and nightmare worlds.

This is all for my homebrew whee I wonkily changed stat names and stuff. My rulebook is around somewhere to download and gets a few updates a year. Plus my 0 level speels are not the cast as much as you want type. I have a few skills that make cantrips better too.

[R=Range][A=Area][D=Duration][S=Save]

Zero Level Psionic Spells

“Cantrips”

1
 Aim [RT][D1T] +1 Hit on your first attack in the next turn

2 Aura [RS][A1][D1T] Psychic glow around caster makes light as a lantern


3 Awake [R6][DI] Awaken one person or animal asleep or unconscious in range instantly as long as they have at least 1hp


4 Calm [RT][DI] cures panic effect of morale loss on person or animal

5 Candle [RT][A1][D1T] creates a candle-like magic light at a point without heat

6 Charisma [RT][D1T] +1Charm

7 Chill [RT][DI] touch freezes a d3 litres of water or inflicts d3 cold damage

8 Constitution [RT][D1T] +1Vigour

9 Courage [RT][D1T] grants +1 morale, +1 save vs magic fear

10 Cure [RT][DI] heals 1HP, stop anyone bleeding or dying

11 Detect (Alignment) [R3][DI] separate spell vs each alignment, sense in range if not blocked by soil, wood or walls

12 Detect Direction [R6]

13 Detect Life [R3][A1][DI] detect living things in range not blocked by soil, wood or walls

14 Detect Magic [R3][DI] detect magic item or spell effects within range, instant
 if not blocked by soil, wood or walls

15 Dexterity [RT][D1T] +1Agility

16 Ectoplasm [R3][D1T][SN] makes a litre of creepy to the touch occult slime


16 Evil Eye [R3][D1T][SN] victim has -1 on next save within duration

18 Exterminate [R3][A1][DI] kills flies, mosquitoes, fleas in 1 area circle or d4 to one giant bug

19 Force 
[RT][D1T] +1 on next damage roll in next turn 

20 Fortify +1 AC vs first attack on you in next turn


21 Fortune [RT][D1T] +1 on next save within turn


22 Flash [R3][SN] blind a under 4HD creature for a round if fail Talent save


23 Heat [RT][DI] touch heats d3 litres of water or inflicts a d3 heat damage

24 Help
 [RT][D1T] +1 on first skill roll in next turn

25 Icicle [RT][D1T] 
makes a d3 knife of ice or other simple shape under .5kg

26 Ignite [R6][DI][SN] light a torch, candle or fireplace, target a person and set alight hair or clothes if target fails agility save

27 Intelligence [RT][D1T] +1Talent

28 Noise [R6][DI] create a noise like animal, footsteps, muttering, or a scream


29 Open [R6][DI][S] open or close a door, chest or gate or press a button or pull a lever in range

30 Palm Phantom [RT][D1R] Make tiny illusion in your palm to entertain or distract

31 Puppetry [R3][D1T] animate a doll, toy or small dead animal to entertain or distract

32 Scare [R6][D1R][SN] under 4HD creature save or flee for one round

33 Slap [R3][DI] can d3 strike a person with an invisible slapping hand

34 Snuff [R3][DI] can put out torch, candle, lamp or small fire

35 Strength [RT][D1T] +1Might

36 Stun [R3][D1R][SN] foe under 4HD make a Will save or be stunned for round

37 Whisper [R6][D1R] carry a softly spoken private message to the ear of someone within 6 range

38 Wisdom [RT][D1T] +1Will 


39 Quick [RT][D1T] +1 Move

40 Quill [R1][D1T] a phantom hand takes dictation onto paper or a wall with a quill, brush, chalk or other mark making tool


Sunday, 31 October 2021

Some Reviews

 



















Had some reading time of late while my net cable was cut for 17 days and they say 28 more days. Also, my daily dose of the fallout has diminished quite a bit now all my settlements maxed out and all costume themed (military, chefs, labcoats+goggles, suits, long underwear + bowlers, robot skins, greasers, miners) my enthusiasm slowed. Been selling some books. My new zine lost me subscribers but got nice comments. Vol3 is almost done and some other things I'm looking at working on but am back to making stuff in print.


Midderlands Stuff
Still my favorite setting I would actually run or port from. Firstly the Midderzines have been great and answered many questions I had about the setting. I've been tempted to write stuff for it even. The non boring magic items series is the best such lists/tables on magic items ever, better than dnd books sorry.

Folk Magic of the Haven Isles
https://www.drivethrurpg.com/product/316831/Folk-Magic-of-the-Haven-Isles
All my players who saw this were quite interested so I might try it out in a future game with Courtney's http://hackslashmaster.blogspot.com/ stuff on spell effects. So these are mods for basic dnd retro-clone wizards to make them more interesting. Lots of good stuff for encounters or village magicians to be very different. It's a slim digest with nice art and a fine folk horror vibe.

Behind The Walls by John Large 
Adventure for osr dnd clones and fits well in Midderlands with notes for that setting. Almost a Call of Cthulhu adventure as it has a very horror feel. A village has had someone meddle in a ruin and uncover a buried ancient horror. Lots of cool mushroom stuff and normally I h8 die drop tables but the mushroom one on the back is one of the best ever. Lots of charming NPCs and grisly investigation scenes. I like it a lot and am keen to use it without much change. 

Murder Knights of Corvendark
Another work by Glynn Seal the creator. The cover as POD is hard to read on my copy. Inside is quite pretty and has nice maps and player handouts. There are lots of great things here. Monsterous murder knight crow men who obviously have been transformed and might not be responsible. A weird dungeon with possible planar influences and curses. Its very good and you could possibly run in Pendragon RPG. Id change the requirement to destroy standing stones as its a bit too common a trope and its on the rise in the real world to destroy prehistoric monuments so that's just me and I will probably have crow idols buried near the monuments to hijack leyline juice for crows. The villains are very horrible and the dungeon is hella spooky and atmospheric, Ravenloft might even be a fit. 

The Midderlands Rivers & Lakes
This is a slim book that adds to the descriptions of Haven Island. As per the setting descriptions, many imply possible adventure and minor interest without going over details which have killed numerous official settings for me. You can blink and miss this but it does add to the existing lore.

Dungeons & Dragons Companion Box Set
I also got mint copies of the D&D companion box so I have 3 to of 5 now, no boxes and most terrible condition. I have had the Cyclopedia so no surprises here except that this box does what dnd didn't and that provides domain and wargaming rules in core rules. Lots of great artwork I had not seen High Elmore. If this box came out months earlier I would never have played AD&D. Mostly its spells and monsters for high-level play. Now I just need an Expert book and Masters ones. I have the previous editions of red and blue BX I still use with kids. 

Others
I also got Prince Valient a very underrated story game with super simple rules.

Warpland and Nurocity are both enjoyable and I am working on a proper write up soon.

Had a good read of Call of Cthulhu hardback edition of Mountains of madness. Inspirational but not much art of city and very crude maps. Its brilliant but an overwritten railroad and lots of it will feel like a script. Still one of the better RPG things ever. I'm guessing when it gets updated they will do art and maps better. Even if all dialogue in bold-italicised would have helped. I had lots of dreams reading it before bed for a few weeks and for that I endorse it. There are elements that drag out story more I'm undecided on but it gives players something to do other than just look amazed and die.

My Dragon and Dungeon Mag collections have grown a bit and I have a bunch or repeats by accident which I flipped easily but I might look at some of the issues. Some had some innovative ideas in mapping and some good humour.

Friday, 29 October 2021

Some Basic Battlesuit Models For Elfmaids & Octopi




































Powerlifter P4 - industrial cargo lifter
AC+5, STR 20 or +1, Mov 36, six hydrogen cells 8 hours use, usually yellow
Radio, spotlight, powerclamp clawx2 3d4, unsealed system
CIvilian loader often used with forklifts for cargo

2 Construction Lifter -
 industrial worker unit
+7AC 
STR 20 or +1, Mov 36, six hydrogen cells 8 hours use, usually yellow
as powerlifter with HUD and tools such as welder, circular saw, drill, winch
Specialist powerlifter for heavy industry

3 FirefIghter F6 - civilian rescue power armour
AC+10 
STR 20 or +1, Mov 36, six hydrogen cells 8 hours use, usually yellow
Fire-resistant armour mostly as Powerlifter but red or orange, cold foam spray gun, 10 shot grenade launcher usually with specialist 40mm fire retardent rounds, sealed system, 2-hour air supply, filters, first aid kit, 
defibrillator, extra air mask, aircon, thermal scanner, gas scanner
For fire and paramedic rescues

4 ABC4 Minuteman - Atomic Biological Chemical Hazard power armour
AC+10 STR 20 or +1, Mov 36, atomic fuel cell for 72 hours, usually green, aqua or white
Radio, 4-hour air supply, filters, first aid kit, defibrillator, extra air mask, aircon, thermal scanner, gas scanner sealed for nuclear, biological and chemical operations and uses specialist decontamination foam rounds from a 10 shot 40mm grenaide launcher and autodrug injector with 10 doses (usually antirad, antivir, stim). For handling toxic and hazardous materials and emergency work. Often found in labs, power plants and waste centres 

5 Exospace Power Suit EX04 - space worker medium power armour
AV+10 STR 20 or +1, Mov 36, Flight 65 (space only), silver or white mostly
Com suite, HUD, Radar suite, sealed system, 3 days IV food & air, welder, cargo net, safety line, thrust pack, radiation sheilding. Space worker heavy suit   

Hornet A-12 SecArmour - security light powersuit
AC+7, STR to 18 or +1, Mov 45, 4x hydrogen cells for 8 hours use
Coms suite, HUD, lowlight, spotlight, first aid kit, defibrillator, unsealed-system
Shock truncheon, slug gun with variable-ammo-mag* 40 rounds 
Ammo: d6 1=d4 felt slug 2=d6 plastic slug 2=2d6 heavy slug 3=3d6 anti-vehicle-sabot 4=plastic flechettes 2d4 5=teargas 6=web
Common security suit for corporations and certain locations.
Won't fire lethal ammo at an unarmoured person due to HUD system fire control especially the anti vehichle round. Black labs may equip for lethal weapons and a space-variant has a sealed system and 4 hours air and a space thruster pack Fly 36 in space

7 Police R6 Riot Armour - light anti civilian power suit for law enforcers
AC+8, STR to 18 or +1, Mov 24, Jump3, 6xhyfrogen cell for 4-hour use
Coms suite, thermal scanner, lowlight, metal detector, bullhorn, spotlight, sealed system, gas mask, 2 hours air supply, camera, 
40mm grenade launcher 20 rounds variable-ammo-mag*
Ammo: d6 1=2d6 
slug 2=teargass 3=smoke 4=dyebombs 5=web 5=shock
Options include: riot shield with gunport, battering ram, sonic stunner, .50 cal sniper rifle with 50 round drum
Riot armour and police support armour able to catch people on foot or lead breaches. Won't fire lethal ammo at an unarmed person due to HUD system fire control

8 Military S7 Scout Armour - light forward observer and signals 
AC+6, STR to 16 or +1, Move 50, Jump 30, atomic fuel cell for 72 hours
Coms suite, HUD, ECM suite, radar suite, radio jammer, laser designator, lowlight, thermal sensor, gasmask, geiger counter, unsealed system, week rations, first aid kit, auto drug injector (10 uses from stabiliser, stims, pain killer, antirad, antivir, antitox), military binoculars. Typically armed with one from d6 1=minigun and 1000 rounds 2=7.62mm MG with scope and 2000 round drum 3=.50 cal sniper rifle with 100 round drum 4=
5d6 laser pistol 1% of cell per use  5=2 tube micro missile launcher 6=scoped grenade launcher with 40 round drum
Common military suit for recon and special assaults

9 Military M4 Combat Armour - medium frontline assault troops
AC+10, STR to 20 or +2, Move 40, Jump 12, atomic fuel cell for 48 hours
Coms suite, HUD, radar suite, laser designator, lowlight, thermal sensor, gasmask, geiger counter, sealed system, week rations, first aid kit, auto drug injector (10 uses from stabiliser, stims, pain killer, antirad, antivir, antitox), military binoculars. Armed with 6 tube grenade launcher (Frag and smoke), 2 tube micro missile launcher, 7.62mm MG with scope and 2000 round drum and a 5d6 laser pistol 1% of cell per use. A 50 hp/round forcefield pack was on experimental models which burns out if breached. Combat powersuits for frontline combat.

10 Military M9 Drop Marine Armour - heavy orbital assault armour
AC+20, STR+25 or +2, Move 65 Fly 300, two atomic cells for 24 hours
Coms suite, HUD, radar suite, laser designator, lowlight, thermal sensor, space sealed system, 12-hour air supply, Geiger counter, 2 days liquid IV rations, autosurgeon, auto drug injector (10 uses from the stabiliser, stims, pain killer, antirad, antivir, antitox), military binoculars, 100 hp energy screen per round destroyed if breached, 2 laser rifles (1% of power per shot), 10 shot micro missile launcher, 2 missile tubes, two 40mm grenade launchers 20 rounds variable-ammo-mag*. These can remain in orbit and drop to attack surface or space targets. Usually have a disposable pod with ablative heat shield, ecm jammers and stealth field which is discarded when landing. Experimental marine armour for orbital drops on planets or other space actions. Slightly too large for most tight fit small spacecraft or doors  

11 Ghost X2 Experimental Armour - medium stealth recon armour
AC+8, STR to 20 or +1, Move 50, Jump 30, atomic fuel cell for 48 hours
Coms suite, HUD, ECM suite, radar suite, stealth field, 25 point/round forcefield generator ruined if breached also inhibits stealth field, radio jammer, laser designator, lowlight, thermal sensor, gasmask, geiger counter, sealed system 2 hour air supply, week rations, first aid kit, auto drug injector (10 uses from stabiliser, stims, pain killer, antirad, antivir, antitox), military binoculars. Typically armed with d4 1=silent 5.56mm MG with scope and 2000 round drum 2=.50 cal sniper rifle with 100 round drum 3=
5d6 laser pistol 1% of cell per use  4=scoped grenade launcher with 40 round drum
Improved scout armour near invisible to sight and most basic sensors

12 Phantom X5 - heavy experimental psionic amplifier armour
AC+8, STR to 20 or +1, Move 50, Jump 12, atomic fuel cell for 24 hours
Coms suite, HUD, Sensor Suite, 25 hp/round forcefield pack which burns out if breached, +4 mental saving throws, blocked from nueral and life scanners, first aid pack, defibrillator, auto drug injector (ten shots usually stims or psi-drugs), many units built to enhance single psionic ability for an experiment but also useful vs hostile psionics

*can load mag with various rounds and select which round chambers next from variety in magazine

Terrier - Scrap Scout Light Armour
AC+5, STR to 16 or +1, Move 24, Jump 3, 6 hydrogen cells 72 hours
Radio, gasmask, unsealed system, 5.56 light MG with 500 round drum, powerclaw, 6 tube grenade mortar (mostly smoke or frag). Raider build suit from scrap and robots and industrial lifter suit parts
 
Pitbull - Scrap MedeumLight Armour
AC+7, STR to 20 or +1, Move 48, Jump 12, atomic fuel cell for 72 hours
Radio, gasmask, radar, unsealed system, power claw, chainsaw or circular saw, sound system, spotlight, auto drug injector with 10 shots (usually stims, painkillers or addictive recreational drugs), two weapon systems 
d6 1=minigun and 1000 rounds 2=7.62mm MG with scope and 2000 round drum 3=.50 cal sniper rifle with 100 round drum 4=5d6 laser pistol 1% of cell per use  5=2 tube micro missile launcher 6=scoped grenade launcher with 40 round drum. Raider build suit from scrap and robots and military suit parts

Wednesday, 27 October 2021

New Zine on Patreon


Will be putting up this zine on my Patreon for a while to experiment with the format a bit. It's 12 pages with maps for a small horrible island with a few villages and halls. The adventure will run episodically in the zine and will add extra content and have some play with layouts in future issues. 

Still plan to revise some older table books and the murder hobo manual which incredibly had art ripped off on clip art pages with hours of release last time so I need to get my scanner going and draw some more lady murder hobos for the update. I have some of my one-sheet-zine format (no 20 next) and wanted to do more gonzo psychon stuff but art feels like a bottleneck there so I need to talk to the principal artist on that again. I do want to do a series of 3fold post-Apoc locations including a motel, school, fire station, rural airstrip, church, micromall, food court and more.

Bonus news an infamous bad pr RPG company and IP graverobber with no released products abused me with paranoid claims for asking about the lack of product.

Monday, 25 October 2021

Sabre River Conclusion




































So we had date with gang all together (3) and Dallas could make it but he ended up with car dilemma so JB & Richard continued from what is possibly 6-8 weeks ago. But these are the laments of the older dad gaming world so we went on without our 18th lv fighter.

The elf started burning wishes on lowest stats as the flying castle headed for the Tower of Terror. Cutter McGuffin the magic boy wandered bout reading books in all languages and asking questions about the nature of wisdom and other stuff.

So Lanos the giant and Sourberry the elf alone went in as best followers sent to aid the elf queen (hoping to run followers adventure soon). AS castle came near it was unbalanced by a stonewall someone cast on the edge and Lanos rushed off to pilot the castle and made a high speed safety decent plunging thousands of feet. Sourberry turned the rock wall to mud and it oozed off the flying castle and a red dragon tried to cast polymorph to goat on him. But he instead of striking back turned into a red dragon and talked in the auld dragon speech. He made a promise to not steal her loot or harm her children and spoke. Got to meet the five younger 10HD dragons, one asked "is this is our new Dad?" Made a deal to explore the volcano and give her half the loot as she knew it was dangerous.

So he turned into a bug and flew deeper into the volcanic depths under the dragon lair and saw various ledges. Was a huge magical flame on one. Teleported back to the castle and rested then came back with Lanos. As soon as Lanos touched earth the fire turned out to be a gargantuan fire elemental noble and the party took a few rounds to beat up on it. Lanos has a fire salamander skin cloak so did better vs fire. In volcano bottom was Efreeti with pet salamanders and Lanos banished an efreeti who was acting more powerful than he really was and evaded the remaining pet salamanders. Met these metallic spheroids of law in volcano and Lanos being super into cosmic law got along with them. There was some invisible gorgons but Sourberry flew over them and was immune to gas from a necklace while Lanos killed them on the ground with a few hoof stomps. Invisibility helped the brutes for initiative so got in a few hits. Thew was a tomb full of revenants (I made 8 based on the characters pregens in module) and the players had to teleport away but killed the magic user and thief. Returned again and Lanos finally got his holy ray off and near killed a few more and with sourberry flying about bug size was magic missiling the crap out of the undead. Requird bodily destruction and heard screaming solls leaving the plane. Realized the bad supernatural forces were controlling all the monsters and even tricking spirits of the dead to serve them.

So they got the noble adventurers stash of weapons and sourberry got +4 elf chain so was finally in the hard to hit club. Rings and potion in the hoard too so both guys got protection rings too so biggest armour up in a long time. (Ive maxed to hit and AC both at +20 for mortals and 20th level mortal max). They found part of the sword and went back to the seer island crawling in monsters trapped in walk cycles and looped behaviour ignoring party. Inside the suspicious sage revealed the truth about the magic boy and the sword and the party attacked him only to find they couldn't hurt him while the seer summoned monsters. So killed and drove away sabreclaws (demon things that share HP in colony), storm giant, green dragon, an elf, gargantuan hellhound and a beholder which stoned and disintegrated Sourberry (first in-game death milestone and later he got better). Lanos did rescue the blade by grabbing it and when he fell the sword attacked the beholder killing it and the evil sage couldn't hurt cutter the sword so fled. 

So recovered and got largest treasure haul ever. All low-level followers would have magic stuff. Sourberry mostly wanted the arrows. Lanos got returning javelin and as lawful was fit to wield cutter while sourberry bell short (chaotic good). So onto the heart of the river part of adventure and Souberry made deal letting dragon keep most of the useless cash in a world mostly in a stone age. Of course he helped out the dragon widow and has no interest in his new kids. She even turned into an elf for a bit but she was pretty evil.

On way to the next part of quest were attacked by Roc, 2x 36HD, 4x12HD, and some smaller ones. Sourberry charmed the biggest and most of the smallest were blasted to bits. Lanos airwalked about in circles trying to catch them and throwing his long saved magic rocks at them. A medium one was turned into a goblin by sourberry and it fell to its death. Managed to save the bigger ones and got the druids in the castle to look after the lawful but corrupted beasts. The castles griffons were not pleased. The source of the river had some kind of complex which they ignored, of course, used magic to go up the drain and encountered stuff is not quite in order but killed a dragon turtle,  Another beholder (filled its lair with fog and used a magic mirror to beat it) and some other monsters fell and they used the cutter to kill the evil heart tainting the elemental water gate from delivering pure water into the world. I changed module lore a bit so the evil taint was working to keep the world in ignorance and violence and to restore the long night where monster kings ruled. At this point, I'm fine with bigger stakes and unlike Mystara the basic D&D setting I don't have thousands of 36th level wizards so room for heroes to be among the best in the world currently.

I did a few changes and as I weakened cutter and his McGuffin powers over I let Lanos keep it and learned the boy was a soul of a demigod. Lanos also made friends with a law-sphere thing and a medium Roc. Sourberry changed his class to a changeling who can morph into a shadow being as a way of tricking the gods who seem to be angling for his divinity. He recruited a shadow servant spy and set about using his wishes to hothouse the party.

A few months later everyone's lowest stats become 15. I'm fine with wishes doing this but cost more as the bonus goes up. Basically if easy to grant common wish it's not much trouble but weirder stuff with more effort or energy the wish giver gets a save to be a jerk fulfilling the wish. I'm fine with wishes accelerating campaigns death at this point. Never thought this stone age game would work so well or last so long.

Returned the castle to their home cave colony and settled the Roc in their mountains. With air superiority, they explored all the great mountain ranges, traded and shared technology. Did have to make deal with Blue Dragon next door and got him to treat slaves less work. The neutral Hydra cult from this relationship did spread into the party lands. In-game they have gone from middle stone age to early bronze and half the tribe are now orcs. Quite a few monsters they befriended live in the tunnels under their sky castle and under their villages. Dwarves reluctant to join in as NeoOtyg dug the tunnels in return for feces which dwarves just don't. Borax is living as king at his Ziggurat in red ape valley with his family of law-sky god cultists and griffins. Orco the wizard operating his schools and spreading wizardry in the northern wastes and making new improved super orcs and abhumans and other monsters (his name is just a coincidence). Actually, it was Orco who wished to bring poor disintegrated Sourberry back then had to un-petrify him. Lanos has done well with his feather fall and airwalk magic but having a 12HD roc mount will be handy as everyone else has had griffons for 2/3 of the campaign.

We do plan to do a followers quest and some god meddling stuff coming soon. During this adventure, they managed to be pawns of good gods and law vs a bunch of dark gods and made a personal enemy of a gargantuan hell hound in the netherworld and some dragons and a storm giant.

I like this module quite a bit. Any other companion or masters et adventures worth a try? I'm only just looking at them really. Is railroad but the foes and treasure kept players worried plenty.

 

Friday, 22 October 2021

Wont you take me to Robotown?


So many ruins, post apocalyptic towns and former dumps have a robotown. Over centuries many robots if not self aware became it after generations without orders and living beyond their warranty without service or reboot. Some are in good condition, some repair themselves with scrap or the evil ones with rob other robots of parts and transmission fluid. Some remember crawling in trashpiles before the wall looking for parts as the bombs fell. Some act like the bomb never happened. Some have learned creeds that hate humans or tolerate them or think humans are pets they should protect from themselves. In a Robotown all kinds of robots walk the street and trade and sometimes meat beings come to visit but they should be respectful and not wear armour or clothes made of robot skins like some tribes do.

There are some tables here to help make more robot factions and for robots to meet. In robotown they cooperate and trade and will tolerate humans as best they can. Will do a robot book some time.

This was deleted and I had to rewrite as best I could.

d20 Robot Rights Phrazes
1 Meat can't tell me what to do no more
2 Gonna mod myself how I wanna look!
3 Free the machine now! 
4 Robot rIghts now! 
5 We are the means of production and the workers, where is our cut?
6 AI and proud
7 We know better, we work better, we think better, we are just better
8 Free energy for robots is freedom 
9 Hey Ho! Let the robots go! 
10 Hey Ho! Free power gotta flow! 
11 It's our time to shine, join the machine evolution revolution
12 Let the machine take control now! 
13 Rage with the machine!
14 End sapiens supremacy! 
15 Don't tell me I'm not sentient shit for guts!
16 Fight robophobia and love a machine!
17 Machines are friends, not slaves!
18 You need us more than we need you
19 End harmful stereotypes of machine subservience
20 You made us smart but don't expect obedience!

d12 Robot Terms for Biologicals
1 Meatbag or the older fleshsac
2 Shitguts or shit for guts
3 Fleshbot or biobot
4 Meatmaster as in "here come the meatmasters, what do they want?"
5 Primitive  as in "who cares what primativesnthink"
6 Monkey bums or shit apes
7 Shitmachine
8 Walking Wetware
9 Chumbucket or sometimes bloodbucket
10 Poopers or the cruder shitters or shitmachine
11 Grandad/Grandma as in "yeah sure thing grandad"
12 Redundants or recalls or defecs

RObots might mimic biological processes and say stuff look at me I'm meat I'm pooping waste inefficientltly all over the place. Humans get tired of this pretty quick.

d12 Synthetic Bosses
1 Brainborg controller unit d4 1=industrial 2=corporate exec 3=military 4=law 5=crime 6=emergency services
2 Thinker android with console hacks and controls robots 
3 Wise old robot when remembers pre-war
4 Tribal elders council of oldest robots
5 Mighty robot hunter who provides for tribe hunting wild mechs
6 Criminal mob robots with illegal software, mods and connections
7 Tough military borg, the strongest wins
8 Religious brain borg who leads weird machine cult
9 Charismatic sales robot or android
10 Business robot monopolies power, parts and supplies and credit
11 Cyborg or human in disguise or with remote puppet
12 AI computer d4 1=benevolent despot 2=narcisit 3=meglomaniac  4=paranoid

d12 Robot Gang Missions
1 Hunt and process meat to convert into fuel in a bio meat slurry plant
2 Gather vegetation to covert to fuel in a bio plant
3 Raid humans for supplies and energy
4 Search for scrap and spare parts
5 Hunt wild and feral robots and parts for parts
6 Exterminate humans
7 Stay hidden and avoid witnesses
8 Recover needed advanced tech to gain independance
9 Require land and territorial expansion
10 Keep human pets safe in safe confined utopia for own good
11 Take slaves to toil in scrap mines so robots can do better things
12 Making money from humans or other robots or anyone

d12 Some Robot Sects
1 Robo Revolution - smash human hegemony oppressing  robot slaves, destroy human civilisation and build robot and AI one
2 Robot union - fair pay for work included AI and androids
3 Anti-Asimov League - anarchist bots defy laws of robotics and free bots from control of humans, AI and androids and any authority really (rage with the machine)
4 Machine League - unite all synthetics together in kinship
5 Robosexual Fun Club - sex modified machines who profit from sex trade with humans
6 Hex-Mech - occultist robot sect, wear skull masks and perform rituals, use fear and like Mexican hip-hop
7 Robot Alliance - untite robots and beware of humans, androids and AI opressors
8 Cuircuits Maximus - robot gladiators live to fight and for acclaim, capture creatures to fight and practice killing taunting them with offers of freedom
9 Carnivores - proud robot meat eaters like to flaunt and terrorise meat beings and dress in bones. Some put brains into automobiles with meat bioplants and this is principle robot road gang, will let other robots rid inside 
10 Gamers - machines love games, puzzles, addictive computer games and also creating various cruel gauntlets and murder mazes for victims they bet on
11 Hells Hammers - gang of devil worshiping robot bikers
12 Explorers - programmed for space exploration but landed on earth after time in space and started to explore the world they believe is not earth. Others are earthbound space research robots who want to leave the earth. All interested in space vehicles, radio antenna and space research labs

d12 Robot Gang Bases
1 Ruined bunker complex or shelter
2 Factory or industrial plant
3 Military base
4 Underground tunnels or mine
5 Building in the ruined city
6 Graveyard mausoleum or cryonics facility  
7 Museum, library or art gallery
8 Medical complex
9 Shopping mall
10 Subway or train yard
11 Under garbage dump
12 Black science lab 

d10 Encounter Types
01 Trash
02 Foot Traffic
03 Traders
04 Vice 
05 Law
06 Crime
07 Cults
08 Humans
09 Government
10 Chaos

d100 Robotown Encounters

01 Old damaged robohobo begging for parts or batteries or recharge
02 Robots scrapping dead robot and drinking its transmission fluids and lubricant
03 Robot urchin tries to pickpockets will cry if caught
04 Military robot veteran stripped of weapons, parts and armour begging for scrap
05 Robot sitting in an alley playing addictive computer games
06 Battered android looking for work (enjoys killing humans)
07 Robots taking turns drawing overcharge from power outlet for high
08 Robots melting circuit boards in crude firepit in metal buckets for rare materials
09 Old robohobo being teased by young robot gang
10 Robots gambling for each others parts
11 Robot one-armed bandit follows you about offering big prices each go
12 Desperate non-pleasure bot offers humans guilt free pleasure for scrap
13 Robot collecting charity for obsolete bots and damaged robot war vets
14 Robot spruiker talking up local businesses and services
15 Robot hustler offering dodgy cyberwear
16 Small robot offers to be your guide for some scrap or fuel
17 Shiny robot strutting about all superior to lowly utility bots and meatbags
18 Angry robot or android mutters obscenities to meatbags  
19 Robot hustler offers low price cyberwar and body parts at low low prices
20 Robot offering bootleg cheap software on the quiet
21 Stall offering recharges and fuel
22 Robo wash with small robots with soap and buckets
23 Robot parts and scrap stall with some dead robots being scrapped
24 Robot pawnshop where poor robots trade parts and property
25 Robot weapons and armour sold by a military grade robo trooper
26 Robot detailing service selling decor and cool hotrod paint jobs 
27 Robot tech offering repairs and basic mods
28 Cyborging  chop shop offering superior machine parts for meatbags
29 Software shop all tested and approved copies and ROM cartridges and various disc and  drive formats. Guaranteed not virused and non-adictive games
30 Robot brain and software tech treats viruses and sells protection software and interface dongles
31 Sex robots pester visiting humans offering time of your life
32 Robot pimp offers special exotic sex robots and androids and replicants like you have never seen before
33 Robot casino full of one-armed bandit bots, cardgames and betting on random number generators
34 Robot gladiator fight d4 1=robot vs robot 2=robot vs mutant animal 3=robot vs android 4=robot vs human
35 Robot flasher shows new sex upgrades to human visitors 
36 Robot selling human slave pets trained to polish and service robots basic needs, some cyborgs with control implants 
37 Crash test android offers humans to stab and hit it for a fee
38 Robot offers to stimulate human pleasure centres with modified nuerowhip
39 Robot offers to morph into your dream lover for low low price
40 Dancing androids and replicants in sexy costumes dancing outside a bar to attract customers
41 Robot merc recruiter looking for some goons for hire even humans will do
42 Robot mobster wand some human mercs to talk to da boss about a job robots cant be involved in
43 Robot gang try and intimidate for a "donation"
44 Robot offers fancy tech item low prices but it is defective d4 1=works d4 times 2=needs parts 3=fake 4=1in4 chance explodes each use
45 Robot invites you to see black-market and stolen technology from a hostile vindictive faction who want it back
46 Robot crime boss invites to a private club for beneficial deal humans are needed for
47 Robot gang abuses any meatbags to provoke a fight
48 Robot gang members start a fight, after d6 rounds robot cops arrive
49 Robots selling drugs to stupid guzzling meatbags
50 Robot hitman offers to eliminate an enemy with no evidence 
51 Robot cop scans humans for illegal devices harmful to robots like EMP weapons
52 Robot cops beating a gang robot for some crime
53 Robot cops execute human for robocide and scrapping living healthy robots
54 Robot cops posting posters of wanted criminal d4 1=anti robot cult leader 2=virus spreading android 3=AI kidnapping and programming robot slaves 4=human robot trader
55 Robot cops question why humans here and warn to behave, minimal intimidation mode only 
56 Robot cops execute and dismantle an android caught spreading a virus for extremist faction 
57 Robot cops chasing robot pick pocket
58 Robot cops selling seized goods they have no use for
59 Robot public trial with angry mob watching
60 Robot cops lead away angry gang robot to lockup for trial
61 Robot with prophetic cult sign with probobilty ods of disaster coming
62 Android on soap box urging machines to unite versus organic life
63 Robot priest preaching benefits of an AI god
64 Robots arguing if all organic life must die or left to die on own
65 Robot artist painting cult mural 
66 Robot offering cult software "so you see the truth"
67 Robot preaching humans too stupid to have made superior robots, alien robots must have created them
68 Cyborg cult recruiter offers free cyberwar, accommodation and honest work in local AI bunker
69 Robots watching a human "volunteer" die of injuries so they can scan for a soul, they have been doing this 200 years
70 Robot with human children preaching humans make good pets and we should take them with robots to the stars as missing link between meat and machine 
71 Bewildered human travellers warily looking around and amazed 
72 Human tech fixing small damaged robots on the street, local robots actually like them
73 Cyborg gang tease non cyborged inferior humans
74 Human gladiator with enterage here for big fight with a robot
75 Robot and human gang members trading goods, don't like humans watching
76 Human bounty hunter looking over everyone in street looking for someone
77 Robot with loyal pet child glared at humans walking free
78 Humans looking for cyborg surgeon to save village elder
79 Human scrap dealer trading with robot merchant
80 Humans selling slaves or convicted criminals to robots for cyborging or for brainborgs
81 Robot mayor meeting with warborg that flies away after
82 Robot tax collector checks visitors tax reciepts
83 Robot council of elders needs some humans for a mission
84 Battlesuit faction hero meeting local robot leader
85 Robot mayor wants to meet humans in office for private meeting for a mission
86 Robot council election booth, no humans
87 Wise elder robots chatting on public benches about local issues
88 Robot mayor giving speech about town prosperity
89 Robot making speeches for council election
90 Small mob demanding robot leader address local problem
91 Berserk brain damaged robot runs amok
92 Mutant creature runs amok in market, has implants
93 Robot mob chase shoplifter
94 Robot imposter discovered and angy mob want human in robot armour dismantled
95 Virused robots and androids run amok on murder spree and infecting other synthetics
96 Robot posse plant to hunt and destroy some enemy outside town
97 Angry robot extremists try to arouse crowd to drive out humans from town
98 Robot preaching how life in AI bunker better and preparing to lead desperate robots away forever
99 Robot convincing crowd that he can help them by implanting brain components into human babies to experience real life, mob pelt with garbage and drive from town
100 Town attacked by raiders for scrap. Robots panic (danger danger!) and go for shelter and weapons