Wednesday 21 August 2013

Revised Planet Psychon SYDCON blurb & equiptment

Planet Psychon

Its 1973, your band has just come back from Latin American tour and you expect to land in Bermuda shortly. A strange storm sweeps over the sea, lightning and weird auroras fill the sky. Out of control the plane dives, everyone on board panics as the plane crashes. Outside is a strange new world undreamed of. Turquoise coloured clouds drift over a tangerine sky. Strange birds fly in the distance. Surviving characters begin to quarrel and look for survivors in the wreck. Someone staggers over to a pool in the golden sand to drink. They scream when the pool of gelatinous liquid leaps at them dissolving off their face before other survivors eyes. This cant be Earth.

Take a fantasy trip and see how strange the old school Renaissance has become. Rules are fast and light and based on the 1981 red and blue Dungeons and Dragons box set. Planet Psychon is a psychedelic post apocalypse world inspired by 70s prog rock album covers (Roger Dean and Rodney Mathews especially). The world is bastard child of Clark Ashton Smith, Micheal Moorcock, Jack Vance and Gammaworld. Psychotronic warfare, AI gods and automated nanoid terraforming have made a world and people that are constantly changes. Nobody is sure if ancients were 50 years ago or a million, but everyone knows they called the planet Earth.

This adventure is about survival and exploration in a strange new world. Adventurers must gather their wits and plane wreckage to survive in a hostile world. A world that is ever changing and also changes player character band members into adventurers fit for survival on a world of black sorcery and strange science. Other passengers, hostile entities and the alien nature of Psychon itself await.

A one session game for 4-6 Players based on the D&D 1981 BX Red and Blue box set editions

Run by Chris Tamm  Planet Psychon runs Sessions blah blah blah

I have been working on pregens for this. As game run 5 sessions I wanna have basic character info pregen but players pick gender, age, nationality and name. They also have to describe their outrageous rock outfits. As planets Psychon effects them they transform from zero level Earthmen to 3rd level Psychonian heroes with some indigenous knowledge. Will get Earthmen character sheets then granted new sheets and asked to roll for colour type and for extra features like hair, horns, tails etc.

I have a list of 12 surviving passengers and will need their altered forms ready. Most will remain zero level. A couple will have levels.

First objective will be to escape the desert with pools of aggressive acidic gel monsters. Dealing with passengers and each other while changing will be the first part of the adventure.

The second part will be meeting other Psychonians. First a lone hunter and some more hostile former humans. Some evidence of Earth and satellite gods found.

The third will be journeying into a new Hex and looking for a safe haven like a village or citadel. The villagers send party to kill wizard to earn right to settle in lush land. 

Im gonna make a DM screen up from Yes Album covers.

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All this very useful. Letting players mutate into local weirdos will be interesting and solves lots of problems Ive had in my thought experiments.

I need to maintain balance of:

magic, spells, magicians, mythology
science, high tech ruins, rayguns and robots

I need to mix these elements up right

Many fire arms unique and when ammo gone are probably useless. Even rechargeable ones wear down and a jealous god might just ruin it from orbit without any trace.

Trade based on barter and prices vary from ex to hex based on food resources and tech and local ruins

Equiptment Available
Have provided table to roll npc loot
d100 Armour
01-60 Light Armour
61-80 Medium Armour
81-90 Heavy Armour
91-100 Tech Armour

d12 Light Armour
1-3 Hero Harness +1 (to any light armour) covers shoulders and joints and not much else, Includes lots of places to strap weapons and stuff.
4-6 Arm and Leg Bracers +1 (to any light armour)
7-9 Leathers, Soft Hide, quilted cotton fibre +1
10-11 Hard leather (carbouli) or tough hide +2
12 Studded leather, Leather scale +3
1in3 has Light Cap +1 (to any light armour)

d12 Medium Armour
1-4 Ringmail +4
4-8 Metal Scale +4
9-10 Chainmail +5
11-12 Chest plate +4 (can add to +1 light armours)
1in4 has Helm +1 (to any armour -2 sense skills)

d12 Heavy Armour
1-7 Plate Mail +6
8-11Full Plate +7
12 Gothic Plate +8
1in6 has Full Helm +2 (to any armour -2 sense skills)

d12 Tech Armour
1-4 Ballistic Vest +4 vs bullets only
5 Mutant Plant Fibre +4
6-7 Riot Armour +5
8-9 Reactive Vest +6
10-11 Combat Dress +7
12 Scout power armour +10 120 hours operation, +30m jump pack, scanner, stealth
1in4 High Threat Helmet +1 with radio, gasmask, camera
or in no then
1in6 Advanced combat helmet +2 with HUD, binoculars, 30m air supply, vid link, laser range finder

d100 Melee Weapons
01-10 Knife 1d3
11-18 Dagger 1d4
19-20 Cestus/Brass knuckles/claws
21-25 Sickle 1d4+1
26-30 Shortsword 1d6
31-39 Club 1d6
40 Chain 1d6
41-45 Hatchet 1d4
56-50 Hand Axe 1d6
51-55 Javelin 1d6
56-60 Staff 1d6+1
61 Hand flail/nunchucks 1d6
62 Ball and chain 1d6+1
63 War flail 2d4
64-73 Spear 1d8
74 War claws/katar 1d6
75-80 Sword 1d8
81-85 Mace 1d8
86-90 Battleaxe 1d8
91 2-handed great sword 1d10
92 2-handed great axe 1d10
93 2-handed great maul 1d10
94 2-handed great flail 1d10
95-98 2-handed polearm 1d10
99 2-handed great spear 1d10
100 Roll ancient melee weapon table

Feel free to describe exotic shaped blades, serrated edges, even combination weapons like sickle+chain. Exotic martial art weapons plausible too.

Ancient Melee Weapons 

01-02 Stun Knux (or gloves) 1d3+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
03-13 Stun Baton 1d6+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
14-15 Impact Baton 1d6+1d6 dam captive bolt 10 minute cell (1d10 rounds left)
16-17 Folding Staff 1d8 folds from 1 foot to six
18-27 High Quality knife +1
28-32 High Quality dagger +1
33-37 High Quality short sword +1
38-42 High Quality long sword +1
43-45 Crystal knife +2
46-47 Crystal dagger +2
48-49 Crystal short sword +2
50-51 Crystal long sword +2
51 Monoblade knife +3
52 Monoblade dagger +3
53 Monoblade short sword +3
54 Monoblade long sword +3
55 Force knife 3d6 10 minute cell (1d10 rounds left)
56 Force sword 4d8 10 minute cell (1d10 rounds left)
57 Energy Mace 10d6 10 minute cell (1d10 rounds left)
58-60 Chainsword 1d8+3+1d610 minute cell (1d10 rounds left)
61 Vibroknife 1d3+1d4 10 minute cell (1d10 rounds left)
62 Vibro shortsword 1d6+1d4 10 minute cell (1d10 rounds left)
63 Vibroblade 1d8+1d6 10 minute cell (1d10 rounds left)
64 Vibrospear 1d8+1d6 10 minute cell (1d10 rounds left)
65 Hydrogen Lance 3d8 10 minute cell (1d10 rounds left)
66 Hydrogen Short Sword 3d6 10 minute cell (1d10 rounds left)
67-71 High Quality truncheon 1d6 +1
72-76 High Quality hatchet 1d4 +1
77-81 High Quality fire axe 1d8 +1
81-85 High quality chain 1d6 +1
86-87 Folding Baton grows from 6 inches to 3 foot long
88-89 Shock Baton 1d6+1d6 10 minute cell (1d10 rounds left)
90-91 Shock Knucks 1d3+1d6 10 minute cell (1d10 rounds left)
92 Memory plastic knife 1d3 but disguised as jewellery
93 Memory plastic weapon turn into truncheon, short sword. hand axe or belt
94 Sonic Knife 3d3 10 minute cell (1d10 rounds left)
95 Sonic Short Sword 3d6 10 minute cell (1d10 rounds left)
96 Death Rod CON save or dying (first aid to save with cpr) 10 minute cell (1d10 rounds left) Memory metal universal weapon – turn into any melee weapon +1
97 Chain Dagger 1d6+3+1d3 10 minute cell (1d10 rounds left)
98 Sonic Axe 3d8 10 minute cell (1d10 rounds left)
98 Force Axe 4d8 10 minute cell (1d10 rounds left)
100 Force Halberd 5d8 10 minute cell (1d10 rounds left)

d100 Missile Weapons
01-07 Sling 1d4 stone +1 if lead slug rate 1 Base Range = 50
08 Lasso entangle only base range = STR
9-13 Dart 1d3 rate 1 base range = STR rate 3
14-15 Whip 1d3 rate 1 max range = 10ft entangles if roll+4 higher than hit required
16-22 Javelin 1d6 rate 2 base range = STRx2
23-25 Shuriken 1d3 base range = STR rate 3 Base Range STR
26-30 Knife 1d3 base range = STR rate 3 Base Range STR
31 Chain 1d6 1d6 rate 1 base range = STR entangles if roll+4 higher than hit required
32-40 Throwing Stick d4 rate 2 base range = STR
41-45 Dagger 1d4 rate 2 base range = STR
46-50 Hatchet 1d4 rate 2 base range = STR
51-52 Bola 1d4 rate 1 base range = STR entangles if roll+4 higher than hit required
53-56 Hand Axe 1d6 rate 1 base range = STR
56-70 Throwing club 1d6 rate 1 base range = STR
71-72 Chakra 1d6 rate 2 base range = STR
73-75 Spear 1d8 rate 1 base range = STR
76-80 Rock 1d3 rate 3 base range = STR
81-85 Short bow 1d6 rate 2 base range = 50
86 Long Bow 1d8 rate 2 base range = 100
87 Composite Bow 1d8 rate 2 base range = 75
88 Crossbow Pistol base range = 10
89-94 Light Crossbow 1d6+1 rate 1 base range = 50
95 Light Crossbow Repeating 1d6 rate 2 clip of 10 base range = 40
96 Medium Crossbow 2d4 rate 1/2 base range = 65
97 Heavy Crossbow 1d10 rate 1/3 base range = 85
98-100 Roll ancient missile weapon table

d100 Ancient Missile Weapons
01 Stun Whip 1d6+ CON save or 1d6 rounds stun Range 10foot
02 Shock Whip 1d3+1d6 Range 10foot
03-08 Light 17th C Flintlock Pistol 1d4 rate 1/2 rounds one shot Base Range 5
09-13 Medium 17th C Flintlock Pistol 2d4 rate 1/2 rounds one shot Base Range 5
14-18 Heavy 17th C Flintlock Pistol 3d4 rate 1/2 rounds one shot Base Range 10
19-23 Light 20th C revolver pistol 1d4 shoot 2/round 6 shots Base Range 5
24-28 Medium 20th C revolver pistol 2d4 shoot 2/round 6 shots Base Range 10
29-32 Heavy 20th C revolver pistol 3d4 shoot 2/round 6 shots Base Range 10
33-37 Light 20th C automatic pistol 1d4 shoot 2/round 12 shots (or 1d6+6) Base Range 10
38-42 Medium 20th C
automatic pistol 2d4 shoot 2/round 20 shots (or 1d10+10) Base Range 10
43-46 Heavy 20th C
automatic pistol 3d4 shoot 2/round 10 shots (or 1d10+6) Base Range 10
47-50 Flare Pistol 2d6 flare (1d4 fire dam for 1d6 rounds) or 3d6 buckshot or 2d6 slug 1 shot Base Range 10
51-53 Disposable Laser Pistol 2d6 one or six shot disposables Base Range 10
54-55 Defence Laser Pistol 2d6+2 10 shot cell Base Range 20
56-57 Military Laser Pistol 5d6 10 shots one cell Base Range 30
58 Sonic Blaster 5d8 8 shots 2 cells Base Range 10
59 Death Ray Pistol CON save or Die, require cpr from first aid or healing Base Range 10
60-62 Stun Ray Pistol CON save or pass out for 2d6 rounds Base Range 20
63-64 Light SMG/Machine Pistol with folding stock 1d4 or up to 20 shot burst 20 or 40 shots Base Range 10
65-66 Medium SMG/Machine Pistol with folding stock 2d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
67-68 Heavy SMG/Machine Pistol with folding stock 3d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
69-71 Matchlock musket rate 1/3 rounds 2d6 1 shot Base Range 30
72 Arquebus matchlock with stand rate 1/4 rounds 3d6 1 shot Base Range 40
73-74 Flintlock Rifle rate 1/2 2d6 one shot Range 50
75 Light Hunting Rifle 1d6 Rate 2 Shots 1/4/10/20 (various models) Base Range 100
76 Medium Hunting Rifle 2d6 Rate 2 Shots 1/4/10/20 (various models) Base Range 125
77 Heavy Hunting Rifle 3d6 Rate 2 Shots 1 or 2 (some double barrelled) Base Range 250
78 Light Military Rifle 1d6 Rate 2 or 10 burst Shots 20/40/60 (various models) Base Range 80
79 Medeum Military Rifle 2d6 Rate 2 Shots 1/4/10/20 (various models) Base Range 100
80 Heavy Military Rifle 3d6 Rate 2 Shots 6 Base Range 500
81 Double Barrelled Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long range or 2d6 slug rate 2, 2 shots base range 10 or 50 slug (no scatter mods) sawn off models max range or 10 with d4 scatter
82 Pump Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long or 2d6 slug rate 2 or burst 10, 10/20 shots, base range 10 or 50 slug (no scatter mods)
83 Combat Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long rate 2, 6 shots, base range 10 or 50 slug (no scatter mods)
84-85 Disposable Laser rifle 2d6 one or six shot disposables base Base Range 150
86 Defence Laser rifle 3d6+3 rate 2, 10 shot base range 1000
87 Military Laser rifle 7d6 rate 2, 10 shots one cell Base range 2000
88 Sonic Blaster rifle 7d8 rate 2, 8 shots 2 cells Base range 50
89 Death Ray CON save or Die rate 2, 6 shots, Base range 50
90 Stun Ray CON save or pass out 2d10 rounds, rate 2, 10 shots, Base range 100
91 Smart pistol 2d6+2 rocket projectile no range penalties rate 2, 10 shots, Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and other weird ammo types)
92 Variable smart pistol as above but can voice select one of 6 shots in chamber
92 Smart rifle 3d6+3 rocket projectile no range penalties rate 2, 20 shots, Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and other weird ammo types)
93 Variable smart rifle, as above but assembles ammo for task from nanofactory, enough parts for 30 shots each magazine
94 Web gun STR save or trapped for one hour, rate 2, shots 10, base range 25 - ignore armour
95 Grenade Launcher rate 2, shots 6 or 10, base range 40 some mounted on rifle
96 Advanced Grenade Launcher rate 2, shots 10 or 20, base range 100 - can set to air burst a set range, laser range finder, night scope inbuilt
97 Flame Pistol 2d6 rate 1, affect one man size target, shots 1 or 6 with beltpack, Base Range 5
98 Flamer 3d6 rate 1, affect 1d3 adjacent man size targets, shots 6 or 20 with backpack, Base Range 10
99 Flame Thrower 4d6 rate 1, affect 1d6 adjacent man size targets, shots 7 with beltpack, Base Range 20
100 Plasma Gun 8d8 rate 1 (older models rate 1/2), shots 6 (older models 1), Base Range 100

d100 Grenades and explosives 

Usually 1d3 of arch type rolled
up to 63 need a lit fuse or hot coals to start

01-05 Black powder grenade 2d6 2 yards radius 1lb
06-08 Disorder keg 3d6 4 yards radius 4lb
09-12 Black powder mine 2d6 2 yards radius 4lb
13-14 Aquatic black powder mine 3d6 4 yards radius 8lb
15-20 Irritant gas bomb CON Save or -5 sense rolls, -2 most actions or fight 1lb
21-23 Vomit gas bomb CON Save or spend 1d4 rounds vomiting and or moving away 1lb
24-34 Oil Potion 2d4damage +1d4 for1d4 rounds 1lb
35-44 Holy Water 2d4damage +1d4 for1d4 rounds if undead or unholy 1lb
45 Holy Oil 3d4 damage +1d6 for1d6 rounds if undead or unholy other wise as oil ilb

46 Web pod (from a plant) 3foot radius STR save per round till escape, no fuse but handle with care 1lb
47-50 Fog bomb radius grows by 3 per round for 1d6 rounds harmless funny tasting fog 2lb
51-54 Smoke bomb 3 radius, CON save or -2 all actions, if fail 2 times must flee 1lb
55-57 Smoke mine 12 radius, CON save or -2 all actions, if fail 2 times must flee 2lb
58 Psychadelic gas 3 radius, CON save or confusion while in vloud + 1d6 rounds outside 1lb
59-63 Dynamite 1d6 1m radius per stick maximum, additional sticks only add half damage after this 1/2lb
64-68 Frag grenade 5d6 1lb
69-70 Chem grenade 8d6 1lb
71 Poison gas grenade 3 radius CON save or poison effects 1lb
72 Bioplague grenade 3 radius CON save or stats halved for 24 hours, save again then or die 1lb
73-75 Fear gas grenaide 3mr CON save or 3d6 rounds fear 1lb
76-78 Psych gas grenade 3mr CON save or confused +3d6 rounds rounds after leaving cloud 1lb
79-80 Wire grenade 3 radius or razor wire filaments 2d6 to cross 1lb
81-83 Plastic Flechette grenade 3d6 subtract AC from armour, doesn’t breach hulls 1lb
84-86 Incendiary grenade 3 radius 3d6 plus 1d4 fire for 1d6 rounds 1lb
87-90 Smoke grenade 6 radius CON save or -2 all actions, if fail 2 times must flee 1lb
91 Shaped Charge 5d6 ignores armour if placed or fired from launcher 1lb
92 Small Damage Pack 6 radius 6d6 4lb

93 Large Damage Pack 12 radius 8d6 8lb
94 Tear gas grenade 3 radius CON Save or -5 sense rolls, -2 most actions or fight, till leave area and round after, + morale check or WIS save or flee from cloud 1lb
95 Tranq gas grenade 3 radius CON save or pass out for 1d3 10 minute turns
96 Rocket 3 radius 5d6 damage (1in6 some varied ammo types) one shot tube base range 50 2lb
97 Micromissile 9 radius 8d6 damage (1in6 some varied ammo types) one shot tube base range 1km (1in6 smart missiles no range mods) 8lb
98 Shock grenade 3 radius 3d6 damage CON save or stun and full damage, save halves and resists stun 1lb
99 Energy grenade 3 radius plasma ball contained in feild 10d6 1lb
100 Death field grenade 3 radius CON or die unless in battlesuit or space suit 1lb

Instruments
Bongo Drums with sling, Bass Drum with sling, Kettle Marching Drum with sling, Moog Taurus - a 13-note pedal powered keyboard played by the feet fom early 70s, Acoustic Guitar, Mouth organ, Trumpet, Piano Accordion, Flute, Pan Pipes, Harp, Korg 5000 Music box, Hydrogen Cell Powered electric guitar with built in amp (bass available too), portable keyboard with sling, battery powered turntable with sling and 3d10LPs, portable 8 track cassette deck, ghetto blaster with tape and radio, ipod

First Aid
First Aid Skill heals 1pt after a fight with success
Healing Skill heals 1d3 after a fight with success

Primitive first aid kit - bandages, needle, thread, one use
Ancient first aid kit - sterile pre packaged, painkillers, 10 uses
Churgeons Bad - needed for healing, 6 uses
Doctors Bag - needed for healing, 20 uses
Medifoam Spray 1d4 with 6 applications
Organ bugs - living bugs that can replace a damaged organ heal 2d6 once, come in mini cryopacks or some wild ones but they replace only one type of organ or attach selves to poor animals
Healing Fungus - fungus seals would and repairs organs on a 1in6 turn person into fungal humanoid forever

Plastiderm - bioengineered plastiflesh bandages good for skin damage and sealing wounds

2 comments:

  1. This is a great list for making down-n-dirty mutants.

    It will get used!

    ReplyDelete
  2. Cheers - im glad to have merged my post apoc and fantasy to point both genres can often use this stuff. I have neglected magic on planet Psycho alot and will do at least something on that and my Con Pregens will put up.

    I need to generate lotsa character for this, do a few more monsters. Mutation table i started along time ago too.

    ReplyDelete

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