Thursday 29 December 2022

d12 Post Apoc Child Gangs

Hope you all had good unholydays and wish you all a good new year.

Ive been a bit of a slothmog this month in part due to lots of gaming, socializing, going out, playing oblivion and some other games on PC and enjoying some 37c days and attending my miniature frog zoo and garden. Life is pretty ok and have a stimulating social life and in 3 games so its helped me relax and will be looking to sell some of my crap over next month for space/cash and working on my property a bit. Will be looking for work or finish my last course or something again as cost of living has worsened of late but I'm still better off than most of my adult life so its all good as is my health.

I have 5-7 pieces I'm writing at moment and some reviews coming. Putting snooze on patreon work this month as life was busy. Regular service should resume in January.

d12 Post Apoc Child Gangs
1 The Feral Perils - gang made of runaways gang brats, tribal survivors and feral kids who formed a gang to get back at older teenage gangs abusing them. By clever guerilla tactics, slings, traps, spy holes and tunnels they managed to drive out older gangs. They expel anyone hitting puberty so some members take supplements to hold onto their childhood. Some chapters are cannibalistic and sadistic. Others charge travellers tolls or even trade 
2 Junior Defence League - were patriotic girls, a conservative paramilitary youth group, during the end times. Many rich chapters had their own bunkers and survived to the end times and managed to continue. With stockpiles of patriotic decor, uniforms and guns (often printed in bunker fabricators) they work to instil ancient pre-war values. Somehow mutant abuse became part of their dogma and all mutants are declared slaves and tattooed and dressed as clowns. Escaping clowns are hunted and shot at a favourite activity of the girls. Some older members flee when they want to grow up and question the gang but a few stay on as Den Mothers to train future generations. To join must pass a purity test to prove you are not a mutant. Plus you must always look pretty and be on your best behaviour
3 Planetary Scout Corp - many youths joined various scout-like orgs in pre-war years some in hopes their families might be selected to leave earth in a colony ship. Families with the best scores got the best chance so the planet scouts were part of this. They learned various archaic survival skills and other paramilitary activities. Many who didn't go to the stars did well in the military. Many had their own shelters or the skills to survive. Some adults remain to teach many to join mercenary or millitary outfits or militias. Some had own AI and robot teachers. The scouts may wear uniforms but also notorious for skinning unwanted adults in their territory and the dirty tricks they use on adult gangs. They collect merit badges including bushcraft, silent killing, torture and demolitions
4 Soapbox Racers - started by surviving youth gang from a gocart race track who captured more vehicles and became a serious menace. As the youngest roadgang they prefer small gocarts and buggies and fill the urban ruin streets with chokepoints that stop bigger vehicles. Bikers come to kidnap the kids for recruits sometimes. This has made thee kids more aggressive and adopt explosive drones and biker neck high wire traps that buggies go under. Older members join other road gangs but still help out with scrap parts and food and harming the kids will attract other roadgangs who will unite if their lil brothers and sisters are hurt
5 Howlers - feral wolf children who have been raised by telepathic wolves. Outsiders think the wolves are just their pets not their elders. They believe they are werewolves and wear skins and parts of wolves fallen in battle. Protective of their secret rites and territory. Have many rituals including howling at the moon, drinking blood to the wolf god and killing dogs and human livestock. Many don't reach old age and people have tried to get them to live with humans but the stories are mixed. Some remain as hermits or hunters or trappers and retain poor communications skills from their wolf upbringing. They believe they have magic werewolf powers
6 Goblincore - a feral child gang mostly of mutants or mutilated who revel in their ugliness and individuality. Humans all look the same to them. They often live in subways and caves trading in scrap they gather in areas too dangerous for most. In their own territory traps and secret tunnels are common and give them an edge against attacks. May have advanced tech items they have hung onto for defence. Many underestimate these goblin kids
7 Necrobrats - a necrovirus variant targeting children converting them over time into monsters with a hive mind. Gangs of these children in ruins will act in unison. Screaming when prey is seen, pointing judgemental and methodically eviscerating and sharing flesh of the untainted living. Children affected even at hidden early stages find undead don't attack or hunt them making undead areas safer. Children resist the psionic fear fields of some more advanced necromutants and no longer age or grow. Those tainted may exhibit gloominess, gallows humour, dark clothes and corpse makeup as they change from normal to fully undead monsters 
8 Skater Rats - feral ruin kids with any one type of wheeled rollerskates. skateboards, hoverboards or rollerblades and often some other theme. Notorious graffitists often work as couriers and messengers when not savaging scraps and stealing food. Tolerate adults in their ranks just the cool ones. Also play lots of combat sports and may challenge prisoners to a game as a bloodsport  
9 Youth Militia - grown as a trainee militia org for kids in farmlands some became independent when they survived massacres of their elders. Wear uniforms and carry well-cared-for weapons and fight in a disciplined manner. Members are fanatics so taking one kid will bring down all of them. They hijack and requisition goods from travellers towards the defence of their area. They may aid ordinary folk vs raiders in return for children given to them as new members
10 Billionaire Boys Club - wealthy brats of the rich in VIP bunkers cared for by robot servants. Will come to the service for the fun of killing and obliterating everything with their advanced weapons, drones and robots. Wounded enemies are taken home to be used as biomass or cyborg slaves. There is a billionaire Girls Club but they tend to compete and hate each other but won't use violence on each other. While in their bunkers they don't age until their parents return and the AI allows them to grow up
11 Cyberkids - cyborg children gathered from the waste of wounded and disabled children who are often abandoned. Their AI god NANNY saves them in return for servitude. Many are put to sleep in cryonic bays until the AI Nanny deems they are ready to attack. The target communities to kidnap their children by taking them to Nanny's surgery
12 Clone Corp Kids - a program to clone prewar children to mass produce them as replacements after the war. Different Child Banks had different policies some were nationalist or religious or other specialities. Each clone bank bunker has a dozen core children it mostly creates and programs with combat training as no parents have come to claim the children as planned hundreds of years ago. The clone kid bunker AI all have different ideas as to the best way to achieve their mission and some complexes become enemies

Wednesday 28 December 2022

Cyborg Dino for D&D Gamma Apocalypses

I recently discovered the beloved character of dino tank who has many toys, video games and appeared in Ultraman. So I need a cyborg dino for my Planet Psychon stuff. Can be used to fight death machines or armies or tarrasques or mecha-tiamat or other kaiju. He is so demented I think the sathar in star frontiers would even make him. This 70 000 t monster is sure to be a delight in any genre made by aliens as a weapon rather than born this way.  Or maybe they have just helped a sick disabled dinosaur. He would tear the shit out of Thomas the tank engine universe or the Cars franchise.

Cyborg reptilian kaiju, Nuetral Evil
AC+25 tank +20 dino HD 400 (2000hp) Mov: 36 Att: 1 
Anti Air Missiles 20d6 15m circle blast area can seek aircraft within 10km 20 per day  
Tri-cannon 12d6 shells 2km range
 30 rounds per day, can fire 1-3 per volley at different targets to the front may use alternate ammo like explosive, emp, gas, tactical nukes
Laser eyes 20d6 500m range but uses 1% of its nuclear fuel reserve
Crush 10d10 for anyone it runs over and may park on large enemy limbs like a grapple
Tail Slap 15d6 for anyone within 25m of rear
Bite 16d8 for close-up attacks

This 60m long cyborged monster was a weapon of desperation as gigantic land leviathan tanks and mobile citadels waged war. Many used nuclear defence fields to avoid destruction and kept moving to make poorer targets. Gigantic biomecha kaiju had been used but a genius saved a damaged one using a land leviathan tack system and engines and it proved cheap and effective. The monster may act as a mobile base with crawlspace, corridors, barracks and a command room inside. Many of these survived the war and now graze ruins to eat technology or biological matter to repair itself. Its nanobots help it regenerate and absorb materials to repair and resupply ammo. Nuclear fuel is one resource harder to find but low-yield nuclear waste has some value. It prefers atomic fuel cells and cylinders if it can get them so it will destroy vehicles with care so it can eat them. Small humans are mostly beneath its interest but civilisation, ancient technology or herds of animals can attract them. Often controlled but if wild it is fearless especially vs robots and vehicles and valuable parts which it can detect within 15km. Its biggest weakness it attacks on its back up close which a vehichle or monster could land on in an attack without retaliation.

Tuesday 13 December 2022

Reviews for X9, recent OSE Gold

Tomb Robbers of the Crystal Frontier πŸ’“πŸ’“πŸ’“πŸ’“
This is by Gus L and I'm not normally into names much but Gus had work and style that were a huge influence on me even getting into blogging and playing D&D again. There are probably another dozen or so such people out there who occasionally publish stuff. Its a humancentric world with lots of alien crystals and these crystal tombs fall from the sky where a divine race uses them. Grungy gangs want this loot and you get to be one of them. This is a dangerous trap and puzzle dungeon with strange hazards and toxic crystal dust that might kill or taint you, Maybe I need to do a d100 crystal mutation. It has very nice layouts and design and one of the prettiest dungeon books ever. It has multiple versions of maps and bits of maps cut out on other spreads to find your way around. It has a nice use of white space which I miss in gaming books. In a strange way, this might work in UV Grasslands and I will easily add to several of my weirder settings. I have some other weird crystal scenarios and posts I've done in the past I could use with this.

Inspiring stuff, readable, usable and very pretty.

X9 The Savage Coast πŸ’“πŸ’“πŸ’₯πŸ’₯
Another POD reprint and this is one of the better more readable scans so no complaints there. Its kind of odd as it has several locations much like the ones in X1 the Isle of dread. It fits into some of the other D&D coastal exploration adventures like X6 Quagmire or even saltmarsh. we have had several of them and could be part of a campaign. It also has Tortles for BX D&D and several features that feel like people. It details the various monsters and pagan savages to kill but we have seen a few of these before. There is a ruined city and a lawful monastery and coastal maps and player handouts. The adventure seems like a footnote of a typical wilderness adventure with some ok encounters. The Aranea webs and Phanaton treehouse maps seem like reruns from other adventures. It has some other villages for other people typical of the types you might meet so I guess its actually useful. It feels a bit flawed and thin. What there is ok but I'm also penalising it for more fighting natives in lost swamp cities. There are lots of modules with a convincing wilderness and then a dungeon but this kinda falls short of that

Temple of 1000 Swords 
This is an interesting dungeon and a classic of the G+ Gonzo spirit. It's grimy with weird curses and so many magic swords you wont know what to do with them. There are situations you don't see in most games and many memorable scenes. Good cover and design and some good artwork and a professional but zine vibe. Old style adventure but weirder. It should be fun to run. Nice series format and design.

Hideous Daylight 
A royal funpark has had problems with the sun setting and driving beasts mad. Has lots of gonzo elements that are all connected and interesting. It's a garden estate with follies, various features and creatures to meet. Similar format to Temple of 1000 swords. It's a small hexcrawl you should be able to finish in a session. The problem and the solution and the side effects are all interesting.

Sunday 11 December 2022

d12 Terraforming Bioweapons To Discover On Bunker Exodus Day

I Am stuck doing a big magic coin piece I've been stuck on for over a year and determined to crack it. So in the meantime this.

So your apoc games could change what the mess was each new party or you could build a word around several of them of on a more gonzo game all would be operating. These are a bunch of crappy things to have happened on the outside.

Yes make a bunker to start in and grab some poor town and add some jetsons sf then the everything went to hell time and maybe a few of these simultaneously in an area overlaping or in distinct zones.

Any of these zones may have unique species, factions or varient species living in them or machine species

d12 Terraforming Bioweapons
To Discover On Bunker Exodus Day
1 Bioplague Warheads - the area has vast pits of skeletons and medical camp ruins d4 1=humans rare since 2=survivors gene modified resistant rest died 3=mutants developed resistance and dominate area 4=androids occupy human free area possibly disguised as humans
2 Alien Ecology Spores - have colonised the area with slimy, oozing, alien life. In some cases, it has merged with local life producing horrific mutations such as gigantism, tentacled polyps and extra body parts d4 1=mutant cult worships the alien zone 2=ecology is expanding and new weird flora & fauna appear each year as complexity grows 3=devolving all life increasingly into slime, ooze and crawling hungry protoplasms  4=evidence the spore pods came after the war from space and more coming
3 Insectoids Weapons - have been used for warfare and many species build hives and may have specialist slave species or subtypes d4 1=giant insects common and some humans that eat them suffer excessive often fatal growth and deformities 2=colony of insectoid abhumanoids and their domesticated species build vast hive complexes and wage war on other life to collect food for their hungry grubs 3=human thralls are enslaved by the hive with chemicals and pheromones 4=the hive can be bargained with and local survivors leave it offerings
5 Vegetatal Weapons - modified or mutant or possibly alien plants have been spreading d4 1=flowers cause narcotic addictive haze over the area and animals to protect the plants 2=crimson vines cover everything cooling other plants and sucking life from the soil. Its poison and useless 3=gigantic fungus cover the area and vast spore clouds 4=area seeded with ambulant killer plants like tri-fronds. pod plants and strangler vines
6 Nanite Colony - modifies local area into something new 1=turns humans into bestial abhumans often inborn with survival and firearms knowledge and a desire to exterminate humans. They fight among each other but most agree humans are the worst 2=turning everything organicprotoplasmic slime that sometimes moves 3=turns all machines hostile to humans 4=builds huge shiny crystalline pylon and 
polygon structures for eas
y harvesting
. Poisonous colourful pools in area will mineralises corpses in them rapidly
7 Protein Spores - biological infestation that absorbs biomass d4 1=Macroscopic life forms from the microscope grown to enormous size overgrowing region 2=Infested the food chain and now a collective consciousness that influences life from fever microbes to mega mutants 3=vast fleshy tumour with tentacles and other gigantic scale biological features. Strange hairless creatures native here only eat the meat of their vast cancerous god that covers the region 4=Mutagenic Plague - mutated people but allowed people to survive post-apocalyptic poison and radiation. As mutations increase some turn into hideous hybrid chimaeras then tentacled malleable flesh creatures. The creatures seek to infect and eat others and become increasingly mindless and savage 
8 Necrovirus Warheads - population killed or infected with necrovirus and the area seems quiet now. Many undead sleep awaiting sounds of machines or tools or the smell of exhaled breath can awaken them into hungry hordes d4 1=hoards of relentless shambling zombies 2=savage fast and cunning ghouls 3=hoardes of shambling undead seemingly controlled by more advanced types 4=locals who survived all carry the virus and become undead when they die 
9 Machine Swarm - cybernetic reproductive systems d4 1=machines constantly building sprawling empty city 2=recyclers collect materials to build factories to build more recyclers 3=AI dominated all the synthetics including AI, borgs, drones. robots and androids 4=reproducing machines are also modular and reconfigure selves into new bigger forms  
10 Machine Ecology - wild machines have overrun the area making life hard for organics d4 1=androids have declared the area their territory 2=robot revolutionaries hate human meatbags 3=machine animals gather resources while other specialists rob them. Robots have various weapons and defences in an evolutionary arms race 4=machines here make life into cyborgs and part of their network in service to an AI
11 Hallucinagenic Warheads - active buried warheads are causing mass hallucinations and making people experience shared alternate realities. Older weapons gas based but some holographic nanocolonies but the psychotronic later ones brain effecting electronic broadcast weapons and possibly manipulated by an AI d4 1=collective dreamlike landscapes influenced by moods of participants 2=mass hallucinations of UFOs and alien invasion 3=its a world of magic with wizards and fantastic monsters 4=world full of threats and danger like an endless nightmare where innocent objects turn into dangers like snakes, fire or monsters
12 Psychotronic Warheads - mind control weapons that bury themselves and have various mental effects beyond mere propaganda. Some can sense it happening or just re resistant d4 1=many locals or people who wander here operate as if patriotic military faction of the ancients with identical training camp memories and love of a long dead faction flag. Will improvise equitptment and assemble as a military unit with some ancient target designated which is now a crater 2=convinced they must collect and hoarde some ancient popular consumer product locals have made it and even its logo a currency. People will crave them and some become obsessed collectors willing to fight for them. It is ancient psychotronic marketing for long dead companies. Some try and repurpose this for cults 3=certain random people are imprinted as sabotuers, terrorists and possibly suicide squads. Targets may not realise they are doing these things and will often live a secret life in their sleep. Locals are paranoid because of this 4=pacification field keeps locals and even animals living placidly in contentment even though it might be crappy. The area is shunned most people especialy violent gangs. Slavers and bodyjackers though have been working on ways to snatch people from inside who remain comp,ieant for a while after being taken from the zone

This is a Test
So starting with a rural town near an airforce base and a large town in ruins there is a bunker for personnel families behind a range of hills from the base if destroyed. Planned and gated secure community with a golf club and swimming pool and other impressive public buildings was spered direct hits from destructive weapons.

The family come from the depths as the bunker has failing systems and needs someone to get parts.

So I'm rolling 3 times

The Surface is now under the FX of:
11:4 Haunted Zone - Psychotronic warheads active in area create zones where ordinary things become monsterous and threatening and experience hauntings and phantoms. People feal fear sensations approaching such areas
6:4 Plaza Wastes - Nanite colony has been stripping an area into polygons and pylons of crystaline minerals leaving areas a wasteland like a 1970s concrete plaza with weird sculptures. Such areas are barren but a few species use them briefly with a risk of being broken down into raw materials
7:3 Meatlands - A biological laboratory experienced the growth of a polypous mutant supertumour that engulfed the black labs that spawned it and has covered several kilometres with flesh and tentacles. Other ruins will be overgrown and many inhabitants mutated into hairless, carniveroius fleshy mutants.

So I could place these three zones on a map and have some points that overlap or conflict. Certainly will make for seriously messed up ruins and wastelands to battle in and explore when fresh out of the bunker.

Gangs will have types adapted to the zones. A dice and polygon mad gang the lucky66, the outcasts and mad Rejects who live in the haunted zones and the Butchers from the meatlands. Trade routes will avoid these zones. Dangerous nanite and crystaline life forms live in the wasteland plazas. Ruins overgrown with fleshy polyps are inhabited by dangerous tentacled and freakish mutants. The haunted zones occupants including many insane and broken people who have become resistant to the horrors. A secret synthetic brotherhood of  androids, cyborgs and machines help to keep humans down but not to obvious about it, They like the mineral stoclpiles left by nanites but they prefer to live in the haunted zones. They are concerned about the meatlands.

Bunker dwellers might have several exits and some might be in one of these hostile areas. 

Friday 2 December 2022

Frozen Walkers

This is a monster i need so I have a reason to have penguin miniatures which have come in various marine sets. I just got an Australian Target pack of 10 buck sea creatures in a circular tube and the good thing is it has great eels, lobsters and 5 octopi! Just the right size for my 20mm mini games, very good freestanding sharks, dolphins maybe i should paint them pink and turn into earrings. Sea turtles kinda good in marine armies but might be giant turtle marine cities on an aquatic version of my incomplete mobile city wargame. Manya rays are cool but I need the right bases and maybe drill holes in them. Crabs always handy. Lots of seals too but I should use more selkies maybe make them a standard animal spirit changeling. But penguins man require some work.

Frozen Walkers
Nuetral semi-sentient planar undead elemental animals

Stalkers AC+4 HD4 Mov3 Swim 6 Att 1 charge/trample 3d4
Guardians AC+7 HD16 Mov3 Swim 6 Att 3 Scythe Wing 3d6 or charge/trample 4d6
Gargantuan AC+1050 Mov6 Swim 6 Att 3
 Peck or trample 4d10 Scythe Wingx2 3d10+10   
πŸ’­ Sealeap - jump range equal to Mov score by sacrificing an attack action
πŸ’­Freeze ray - replace one combat action that does cold damage and requires no hit roll like a spell. Con save reduces damage by half and halts other ray effects. Stalker 2d6 Range 9 Ray save of slow as spell for d3+1 rounds. Guardian 4d6 damage Range 6 with a line of effect and any hit save or be paralysed by cold a d4 rounds. Gargantuan releases a cloud of 6d6 frozen gas in a 30-degree cone of effect range 50 save or be frozen for d4 hours or longer if ambient temp below zero
πŸ’­Magical beings - all have infravision 12 range, are silent at will, require a magic weapon to kill or revive the next day, immune to cold, hold, charm, sleep, illusions, not animals or truly undead.  
πŸ’­Frozen Aura - Stalker you can feel the temperature drop making breath fog and due torn to frost within 6-range circle. Guardian can for ice bridges as it walks over water that other creatures may use and are surrounded by a 30-range fog cloud that reduces visibility to 3 with good light. Gargantuan  have a 300-range field of wind and snow that makes flight impossible and halves ground movement and reduces visibility as per fog
πŸ’­Fire Vulnerability - +1per die damage from fire and half saves vs magical fire

These semi-mindless beings seem to have properties of undead and elemental animals. These vast bird like giants lumber relentlessly bringing disorder and terror and terrible weather. The are often driven by the wind on behalf of their frozen lord or by ice-mummy undead priests. Often roam alone or in packs in winter and cold lonely places to kill and murder. Larger ones may have multiple smaller ones as servants so a Guargantua will have a d4 Guardians and each Guardian has 2d4 Stalkers. Some may use close as guards or might use to funnel prey to them or scout a large area. Their haunted lonely foghorn-like honks can be heard on certain nights.

Mostly they serve evil cold elemental lords or might be summoned or guard a gateway in the frozen lands. Most cannot drop below certain altitudes or attitudes unless it is winter. Many serve the ice lich demigod who attacks mortals yearly from his floating glacial island. Unguided they will roam frozen places. They desire to kill warm-blooded life that drives them with anger

1in6 can slide on bellies for Mov 12 on ice
1in6 are uncanny at following trails of warm-blooded beings
1in6 cunning and malevolent and communicate with trumpets over 1km
1in8 act as eyes of their bright lord of undeath and ice or the wizard who called them
1in8 lacks fire vulnerability
1in10 has am ice mummy priest directing them 
1in10 have HD in minor undead usually ice zombies following them within their aura
1in12 cold damaging spell effects heal them but not magic effects of frozen walkers
1in12 all in their aura is blinded by dazzling light reflecting from them -2 to attack and sight dependant skill rolls
1in20 when killed explode for 1d4 per HD in a circle equal to HD save halves damage

d12 Walker Adventures
1 A creature is killing winter hunters and wood gatherers 
2 Strange fog rolls across the night and weird trumpeting sounds can be heard
3 Someone has seen strange shambling figures chanting during recent blizzards like they are trying to call something
4 Some tomb robbers awoke an ice mummy and it has called its frozen god for help to punish locals. Several stalkers have been given to serve it
5 A harbour by night is covered in fog then the coastal water freezes and the hooting of walkers can be heard coming across the ide to kill
6 A lighthouse keeper has seen strange figures on the rocks and ice on the rocky island shoreline and is scared
7 A humanoid tribe are almost destroyed their shaman calls on the ice-death lords for revenge  
8 A strange icewall maze appears one winter and none have returned.Inside are walkers who can push the icewalls around to try and trap intruders and change the walls to prevent maps. What you think is a maze is really a way to lure inside to a group od walkers
9 A walker killed a family and an underpowered young survivor is determined to get violent revenge ASAP
10 It's a strange cold night and old-timers tell stories of the frozen walkers. Then the trumpeting honks of real workers begin and the old storytellers are petrified
11 A player finds a cool magic item but walkers have been sent by a god to retrieve it
12 A ship comes ashore covered in ice with mangled frozen crew on board. Then in the distance fog rolls in and a great iceberg comes over the horizon. It seems to have a prehistoric citadel of the ice lich inside the ice