Showing posts with label pulp. Show all posts
Showing posts with label pulp. Show all posts

Saturday, 21 December 2019

Cthulhu Pulp Metropolis Decopunk Image Dump #3






































dump 1
dump 2

This is reference for my prewar decopunk sf setting
Metropolis,Things to Come, Just Imagine, RUR, War with the Newts,
German expressionist cinema +Cthulhu
More on my BRP page








































Metropolis has some nightmare ramps.
A retro future deathrace here would be great.








































Super dense cities of tomorrow


 So i have been looking at vintage armoured cars and thinking my Cthulhu players now used a converted truck to massacre cultists with a vickers and a lewis gun and grenades that sorta worked. Will never beat a wizard on a byakee with bundles of dynamite







This is a bit more modern but some brutalism and tech noir good too







This is for those falling apart old industrial districts. Full of scrapped out factories and lonely old wizards making androids

Totally want more vehicle chases now I have a good pile of images. This car would be the evil car in a jazz age death race 







 This guy shoots down planes and transforms



Loving the foxy box looks here am reminded of the Tesla utility truck plus stealth fighter

















Thursday, 15 March 2018

Psychon Log:2018 Green Ice


Got a game going of old friends. Was clunky running of a laptop rather than print but someone will print me several copies. Added hex map on bottom randomly made with tables plus one of the sample citadels made with the book. Added images of the Mecha Space Gods the robot and the priest worship.

Boris the Violet Barbarian and his clockwork chicken - piebald with yellow patcher. 6 fingers, coughs up phlegm daily, lung filters, tastes of sweat. Skilled in sneak, climb and track. With shield, sword, throwing axe, unarmed+1 specialist, cleave combat skills. Wears now barbarian helm, buckler, harness and bracers. Only speaks common. Has neutralize disease ointment, 2 black powder grenades with fuses. He is totally neutral and wants to kill and smash and rob and not read stuff. Has a clockwork antique robot chicken that can carry him a few minutes and they understand each other with clicks. Raised by aliens in a secret base to be a barbarian hero.

Robot 58008 Sorry the Seamster of Flesh, Good aligned Medical Robot. With a horned helmet and a long spear.  Now has braces and greaves and a hero harness. Also bought overalls and a furry pastel green cloak. He is lapis so he flakes off gold daily and had some bonus cash. He also has a pet goose that lays golden eggs and tells stories with mostly sticky endings as a warning. Raised by race of robots in a bubble and out to see the world. 50s wind up toy look with barbarian muscle minimal armour. Has various spell apps weather sensor, auto repair, medical kit, medical scanner, armour plate, enhanced hull, hardened shell, automedic, black box. Let robot have cyber mutations as everyone given 4 starting. Once was shot with nanites and now has cyber mutations: food analyser, cigarette lighter finger. skull opens to expose brain and immune to poison food. Speaks common, machine, ancient and Space god language. Three neutralize Nanoplague potions. Roll for god. If you dont like that god roll again until you are happy. Every god you reject is now your enemy. So he hates Talos, Kronos and serves the great magic space god mecha Raydeen. He is a nice guy.

Water in the Desert, a cyan mutant hero. Modified by advanced beings. Tastes of fresh turmeric. Has a intelligent nuclear powered grav linear accelerator pistol that shoots anything 2d4. Started with basic bonus mutations. Hermaphrodite with a siamese twin face on chest, thermal vision snake eyes and a transparent flesh skull. Then added class based ones from psionics mutations got sense water, better with a stick and has become job. Iron will and a saving throw boost too. Then got at second level bot reptilian dna and grew a evil extra lizard head to blame problems on (three faces now) and a foldable dimetrodon fin. Is fairly sneaky, stealthy and a survivalist and has learned to use octopus leather glider wings as he only weighs half as much. Shopping for spring shoes. Has eye drops that take you on hour trip to commune with gods in other dimensions. Expert pistol fighter at close range and faster always double tapping. Can speak common and ancient. Wears a hooded green cape and got a new furry pastel green cape with purple octopus suckers on the reverse.

Xenopun the Priest of Masingor the space god mecha defender of planet Psychon. Has a concealable needler pistol and is good with daggers and can snap off his ribs to make daggers. Has reverse birdfeet and a cat tail. Has a zombie hand with a comband fused into it as a pet. Keen to battle evil gods after party pulled him out of a crionics pod.  Had faulty memory, possibly was on orbital with ancients. A expert in computers, a technician and space god archeologist, speaks ancient, space god, machine and common. Did cleric stuff like detected evil and quizzed charlatan cults. Neutral good. Has got some more light armour with a harness, yellow cape and Found a elf ring that lets him see auras overlapping things and strength potion eye drops.


Space gods of party inspired by 70s shogun warrior mecha gods who fight kaiju and aliens. First three party members were food and water finding and testing team of a desert nomad tribe that looted wrecks in the sand. Thew were from different places but the nomads adopted them. One day the great borderland fire wall went down and they crossed only to be sealed in a new land of pastel green ice. Blue and blach lichen and grass burst through the permafrost and patches in ice where it covered hundreds of small lakes. Great ice crystals with cryopods inside scattered over the flat mostly permafrost. Found a zombie astronaut glowing in tattered suit from one pod and awoke Xenoppun after killing it. The frozen permafrost was in fact a delicious bouillon stock soup that locals exported.

The robot chicken hopped on top of the ice crystal and saw a ice block temple miles away. Met a race of twins, each was a bugbear and a eldren. When one died they fled or committed suicide or were killed by all the other twins after drinks in the afternoon. A cult of the distant citadel who pleached tolerance and brotherhood. Claimed god was beyond electronics and matter. They noticed antenna and monitor and camera were nott functional, a non AI god what a joke. Cleric Xenopus knew it was bullshit. Cultists were not evil but the orange skinned priest was. Saw purple walruses with antlers pulling sleds of cryopods. left them next morning. Imagined stoic walruses through the snow hauling iceblocks of soup stock through secret tunnels under the flaming wall.

Tried awaking some more pods. Killed a few astrozombies and refroze cyborgs that they tried to be nice too but were virused. Found a pre apocalypse human astronaut but nobody wanted to get to know him as he would lose his memory and be transformed by the gods within hours.

Found a black monolith in a pod -  silicon molecular alignment solid state AI block from a orbital with telepathic abilities. Party offered to help the space god relic computer to the city and improvised a sled.



Battled a permafrost ammonite attacking from burrow after warnings of ice bears and zombies and astrozombies. Ammonite was pale green chamo fur one side and purple inside with a red eye and huge purple tentacles. Found magic ring, a dronebot in a case with a one button remote and tank parts in a mail package in a wrecked land rover in the monsters burrow. 

City was squalid in lower levels then crystal then old concrete with a observatory on top. A shanty town of tin huts and slushy soup based orange mud everywhere that smelled bad.

Arrived at the amazing citadel with vending machines and atomic assembler replicators in the markets making goods while the citadel was crumbling and its AI dead
. The AI block the citadel AI was dead and asked help to reach the top where he could instal himself. Party seemed ok with that. AI offered to use his replicators to make basic civilian tools and stuff.

Shopped, ate in a pub while new clothes and goods made. Drank walrus milk and ate salted fish. Saw the various social classes of twins using elevators. Paid to be freight to the topmost inhabited level. Driver wouldnt go to the haunted levels. So went up and saw huge pyramid of cargo crates and the merchants monument on the warehouse level to the great god Colossus the official citadel cult. So bribes some guys to send them up a quiet lift and removed the hoardings covering it. Visited library, stole some books and reactivate the librarian robot for a chat. Skipped the palace and went to meet the Astrologer Science Wizards who operated the observatory. Installed AI which would take weeks to infect I mean install itself everywhere. Helped party with equipment and gave apartments. Priest saw a ghost with a faerie ring. Keen to go hunting for stuff haunting area and repair some subsystems like talk to god with drugs. Guys all happy to play again but i need hardcopy I'm still needing but a player offered some prints. So unexpected outcome for some sundays and stuff using my own EMO OSR rules again.




































I liked how party got into the custom of hand licking to taste each other and invested in subtleties of front or back of hand and angle of hand to denote status. The barbarian tasted the worst and was frequently isolated by NPCs. The goose was great telling pessimistic tales that seemed relevant to party preaching warnings and danger. Paid guards to enter city with a golden egg. Richard like space zombies and beating up cyborgs saving them and sealing back in pods and breaking levers. Nobody got too hurt cept a few undead and a ammonite. Heard of a Modron hive that the gods say to leave alone and several alien steamworks factory ruins. And another cult of outsiders from the eldren-bugbear twins. Saw lots of mixed bugbear eldren families. Their priest a bit confused as bugbears and goblinoids from Tau Ceti according to the space gods and sometimes are enemies of mankind. Eldren were possibly from space. Locals said Colossus built the citadel and made the yellow eldren-green bugbear kin peoples. Who knows that false priest managed a cult and didn't even have a uplink to any god. Oriac the new Citadel-Hybrid AI says the lower city underlevels and zombies have signs of same evil AI behind it. Party keen to help. Robot and cleric especially keen. Barbarian and mutant keen for adventure.



Saturday, 9 September 2017

d100 Goblin Gifts




d100 Goblin Gifts
01 Dandy lion wine
02 Gourd of honey
03 River stone beads on strings
04 Pointy mushroom like cap
05 Acorn bread loaf wrapped in oakleaves
06 Small pointy toed boots
07 Bushel of field mushrooms
08 Bushel or wild berries
09 Hag Spittle
10 Spiderweb shawl

11 Scream in a bottle
12 Small bottle holds d6 gallons of fresh rat milk

13 Sick with minor spirit bound inside
14 Gremlin in a bottle
15 Wand with 2d10 charges of a cantrip
16 Fetish idol with green eyes - all chaoic beings save or crave it
17 Turnip with carved face summons a scare crow
18 Purse with d600 copper coins but weighs as 10cp (holds copper only)
19 Outlandish coloured troll wig +1 CHA when worn
20 Terrorbird Egg
21 Arousing mushrooms d6 doses
22 Screaming baby mushroom in pot
23 Addictive spore dust 2d6 doses d6 hour high
24 Explosive toadstool d6 damage over 1 " square
25 Glowing mushroom as candle but lasts for years
26 Prophetic dream mushroom d6 hour trip one Y/N crisis
27 Magic mushroom allows user to commune with spirits d6 hours
28 Tiny adorable mushroom person fits in pocket
29 Sovereign mushrooms, 3d6 days food with no weight
30 Chaos Mushroom, eater gets a lesser mostly cosmetic mutation
31 Ball of lizard tails +d6 HP when carried
32 Lucky ogre tooth - +1 saving throws
33 Gold nose ring 
34 Nose Bone - +2 poison save
35 Necklace of teeth 2d6 each summons a kobold who obeys for a turn
36 Dungeon Magic Pie
37 Healing Potion d6
38 Basket with live snake
39 Best quality licking toad or newt
40 Bag with pipe and quality swamp goblin tobacco
41 Obedient zombie rat in a box
42 Dire Wolf Pup
43 Large bejeweled beetle worth d6x10gp gems
44 Stirge in a box
45 Colourful magic fish in bucket with magical effect if eaten
46 Baby goblin wrapped in leaves or huge pea pod
47 Hand size rat eating spider
48 Baby vampire cave squid
49 Baby goblin riding bat
50 Footlong baby purple grub or carrion crawler
51 Dried Beans - cast Entangle d4 times
52 Wasp Hive - casts swarm once
53 Whistle - summons a wandering monster d6 times
54 Dried Beans - cause d6 months of flatulence if eaten, serve d3
55 Spider Web in bag allows one to cast web spell once 
56 Bark Ointment casts bark skin d4 times 
57 Bear Paw can cast strength spell d3 times 
58 Set of goat or ram horns may attach to head, increases headbutt to d6
59 Goat Hoof Shoes fuse to feet permanently if worn +d6 MOV
60 Kelpie Membrane, stretch over face to cast water breathing d4 times
61 Tree Seed, acorn or pine cone grows adult tree over night d6 per set
62 Goblin Chewing Stick a potent drug, +d3 MOV +1 DEX lasts 1 hour, d6 doses
63 Wizard Hood, dried skin bag from newborn baby wizard face, +1 INT if carried  
64 Goblin Shaman Chunder if eaten grants ability to cast a random cantrip daily
65 Goblin Priest Chunder if eaten will turn into a zombie on death
66 Goblin Goat Bagpipes can be used to attract goats, even better for bard
67 Bat riders Crop, +2 to ride bat ability and +2 to bat morale and understand bats
68 Wolfmasters Bow, compact composite shortbow with base damage of d8 per arrow
69 Goblin Arrows, warped willow shafts twist in the air ignore cover and range penalties
70 Goblin Lord Dagger, spider venom on first stab every day
71 Goblin Spider Fetish, atracts bugs and spideres that spread cobwebs everywhere 
72 Goblin Worm Fetish, dig under it if left overnight find 1d6 meals worth of grubs
73 Goblin Fertility Fetish, any births in house get a goblin baby extra in any birth
74 Goblin Mushroom Fetish, attracts fungus to grow in 1" square area double speed
75 Goblin Goat Fetish makes goats produce a extra kid each birth if kept in stall
76 Goblin Love Fetish increases holders CHA +1 if held in both hands visible to all
77 Goblin Bug Fetish increases growth rate of arthropod and or shelled invertebrates
78 Goblin Plant Fetish makes garden in 1" square grows twice as fast
79 Goblin Demon Fetish allows demons to observe area through idols eyes
80 Goblin Ancestor Fetish allows user to cast speak with dead once per week
81 Cauldron cooks battlefield meat into spicy stew, can cast animate dead once a month
82 Sickle of silver if used to cut mushrooms preserves them fresh twice as long 
83 Sword of Goblin Metal, shortsword, any wounds save or -1STR 1Turn, non cumulative  
84 Goblin Javelin, bursts in air into a d4 separate javelins and roll each to hit, only once 
85 Goblin Pot, can be used as a d6 club, a +1AC helmet and makes food taste better
86 Goblin Bong, ceramic water pipe, pack of goblin weed, +1 HP, -d3" MOV for an hour
87 Goblin Trap Tools includes quick snare trap, dose of poison, d3 rabbit rabbit traps
88 Goblin Inflatable Goat Boat, folds from a one man coracle to a 10lb pack
89 Goblin Scroll with a random wizard or priest spell with d3 Level power on leather
90 Goblin Tinderbox with a bottle of flammable oil, handful of gunpowder, d3 signal rockets
91 Goblin Potion makes drinker turn into a goblin
92 Smoked Goblin Ham +1 STR permanent if you can eat and keep down in one sitting
93 Holy Loaf has spores on wheat that causes eater of loaf to be able to see invisible spirits
94 Goblin Skin Ointment gives user rubbery flesh of a goblin +1AC permanently
95 Chaos Crystal if cracked raw ether inflicts a major mutation on whoever broke it
96 Goblin Scepter holder translates common into goblin speech and vice versa
97 Trained Wolf, can guard or track or attack, very loyal to good 
98 Trained Giant Riding bat can carry a small humanoid or child
99 Four trained giant tracking rats, loyal to who feeds and cares for them
100 A highly trained Goblin Dancing Girl (also concubine, spy and assassin)

Tuesday, 22 August 2017

Space Cults 4: Mythos Space Colonies






































Cults In Space was a good Series and I have been in my flu state been dreaming of horrors in the stars and the poor space explorers who are sent to investigate.

This is early setting notes
http://elfmaidsandoctopi.blogspot.com.au/2012/11/cultists-in-space.html

A con adventure I made
http://elfmaidsandoctopi.blogspot.com.au/2012/11/cultists-in-space-2_10.html

Some Scenarios and a Table for adventure locations
http://elfmaidsandoctopi.blogspot.com.au/2012/11/cults-in-space-3-exploratation-in-space.html

This video inspired my current thoughts on this
https://www.youtube.com/watch?v=mS3mbKvSVDI
tell me those aliens are not cultists

This post I want to revise and expand the mission generation and present some more ideas.

10 Major Features of the High House In the Stars Setting

1 In the 25 century explorers from earth with new generation technology explore space and contact colonies lost for over 200 years in some cases
2 Faster Than Light travel early colonial times was only several times the speed of light, more recently this takes weeks in the best military scouts and months with commercial freight
3 Faster Than Light coms is new and requires a capitol star ship or major space hab, most of the lost colonies are out of contact
4 Hypersleep .and rotating habitats are important for space living in the long term, travel is expensive, dangerous and mostly boring
5 Most colonies still use weapons familiar to the 21st century and basic drones. The military and elites use smart ammo weapons, energy, particle, gauss, fusion, plasma and other advanced weapons
5 Humans have met either no aliens or several but they are far away weird and and rare. Replicants, androids, clones, AIs, uplifted animals, animen, cyborgs and biorgs are far more likely
6 Earth is a cyberpunk mess ruled by corporations and the military and corruption or a uninhabited waste heap. Orbital habs, asteroids, venus, mars and other planets are competing for power
7 Overspace is the dimensional state that allows FTL. Their are many strange phenomena here and it is not well understood by science. Some say it was artificial. Psionic institutes are not well respected but make extraordinary claims about overspace. Many blackbox functions of a FTL overspace drive are sealed and secretive only a few companies and government build those components
8 Violence is rare with most advanced and professional forces wining most fights
9 Colonies long lost have developed many strange local variations and require diplomacy. Strange life forms and alien ruins need investigation for threats to humanity.
10 Players are mostly elite professionals working with a company or organisation but they may not be given all available information

References
2300 SF game the second ed of the original GDW has lots of perfect content and aliens that will make Investigators freak out - hiver in traveller and space wasps like DrWho might be nice

A ready to alien ecology with sinister tentacled gasbag spear wielding natives
"Darwin IV is a fictional planet and the subject of Wayne Barlowe's book Expedition and the television special, Alien Planet, based on Expedition. Although the details of the discovery and exploration of Darwin IV differ in the two presentations, both are essentially the same in their depiction of the planetary environment and its native life-forms, whose abundance and variety prompt the name Darwin."
https://en.wikipedia.org/wiki/Darwin_IV
Video Here https://www.youtube.com/watch?v=mS3mbKvSVDI

Alpha Centairi the video game by Syd Mier and the GURPS book of same name is a great planet and the mythos would fit fine here. In a relativistic campaign players could visit decades apart by local time and the pc game and rpg could facilitate this.

High Colonies RPG fantastic detail for Sol and many nationalities on asteroids and space habs. Earth is uked and has secret alien bases. Gurps Transhuman fits in well too or aliens universe. Ties in well in many ways to some other systems

Space1999 has a great look and a few stories fit the genre. Obviously Yog Sothoth moved the moon to allow the stars to be right at the end times. I like that It is the same universe as UFO and the earth government collapsed building hawk fighters to fight aliens that never came. This whole setting look could be stolen for a frontier exploration base. The Expanse TV series pretty good too for a tech vibe.

Id use Call of Cthulhu and BRP but original star frontiers would be good too.

Several Chaosium Monographs fit this whole vibe quite well.

10 Rules for Mysteries
1  Explorers are sent on missions but should be curious and possibly glory seeking
2 Humans try to rationalise events with science often becoming increasingly irrational
3 Your own organisation, law and government keep black secrets and red herrings
4 Aliens and their technology are strange, difficult and seemingly supernatural
5 Cultist can take over a colony from one mad loner and might predate space travel
6 Greed or power might motivate NPCs who should always die
7 For moments your technology is useless to the awesome power of true horror
8 Some creepy human technology should be a red herring from like aliens biotech or replicant
9 AIs are tedious in detail but not imaginative and strange problems stump them
10  Relics and ruins foreshadow monsters and aliens, hints of nonhuman intelligence are scary

In previous posts I talked about cultist and how they infiltrate colonies. Or how pre modern cultists settled the stars and terraformed planets using the power of the outer gods. Colonies can appear where they ought not to be. On arrival solar data has changed. Colonies that seem to have fallen into primitivism were in fact settled aeons ago by hyperboreans riding byakhee and gateway spells. Aliens have disturbing customs and hint at worse secrets despite being superficially allies.

Possibly players could be on a colony for a while trying to root out cultists.

d20 What is that loner cultist up to
1 Secretly exposing others to sanity blasting texts, magic and entities
2 Hiding from authorities but still performing murders and strange rites
3 Seeking alien ruins seeking elder lore or contacting entities
4 Seeking position of power of community or their wellbeing
5 Preparing to sacrifice everybody for a ritual or as gift to non humans
6 Tainting colony DNA
7 Using colony for a experiment
8 Awaken a slumbering god
9 Building a gate to bring in more cultists
10 Contacting a servitor race will claim they are aliens
11 Planing to summon god to alter climate or sun
12 Plans to sell colony to aliens
13 Sabotaging systems to cause political upheavals
14 Try to form breakaway colony of cultists
15 Start a personality cult
16 Traveling to alien dreamlands to bring back weird relics
17 Seeking rare minerals for magic or narcotics
18 Trying to communicate with aliens
19 Trying to cut of from civilization and keep isolated
20 Attempting a bloody coup to lead colony into depravity and murder

d20 Cult Colonies
1 Terraforming planet by calling on outer gods
2 Seeking to destroy ancient enemy of the old ones
3 Breeding a hybrid race
4 Came to escape persecution on earth
5 Building a huge monument for a god
6 Cultists are immortal or undead
7 Work to lure travelers here to sacrifice, to breed or to eat
8 Servants of a alien race brought here by god long ago
9 Brought here to use for sacrifices for spells by other race
10 Sparsely populated time capsule of some period of earth
11 Remnants of alien civilization with humans, dinosaurs and monsters in ruins
12 Working to bring a god or their kin over
13 Cultists modified by other race or god to be adapted to local conditions
14 Cultists brought here believe Earth is destroyed
15 Cyltists have devolved into primative canibal ape men
16 Colonised by men from leng who brought slaves to torment
17 Colony devolved into gibbering insane mutants
18 Humans altered by gods into new race seemingly alien at first contact
19 Cult serve gods hidden underground or under the sea
20 Brought here to survive the destruction of the earth

d10 Which cults found the colony 
These are some possible cult suggestions and by no means the only possible1 Iquatha carried eskimos, indians and vikings from cold regions of earths past
2 Shub Niggurath brought druids and tribal peoples and has covered planet in forest
3 Hastur has brought cultists here by byakee and established his unearthly serenity of the yellow sign
4 Yog Sothoth cult came by gates and has been breeding with their god to create living gates
5 MiGo cultists were carried here by masters long ago and use alien technology
6 Old ones cultists tend a abandoned colony hunted by shoggoths
7 Cthulhu deep ones hybrids came aeons ago to this water world
8 Nyarlathotep colony on desert world worshiping sand people
9 Insectes from shaggai brough humans here by ship to be slaves and abandoned them
10 Azathoth brought colony here from community he destroyed on earth

d20 Cult secrets on a colony
1 Ruins of previous dead colony or alien species killed by gods
2 Gateway in ruins to commune with or sacrifice to gods
3 Artifact that alters life and accelerates evolution
4 Artifact influences the dreams of colonists
5 Stasis pods of a previous race or colony
6 A horrible disease, vampires or biohazzard is contained
7 Wrecked alien vessel or base complex
8 Evidence of complex life and ecosystem destroyed in some extinction event
9 Entities from overspace leak into world from somewhere else
10 Slumbering liogorr has been located and could be awakening
11 Remains of a alien library
12 Alien tomb or temple with guardians
13 Gateway to pocket dimension built by aliens
14 Primative native life worship old ones
15 Climate control room in alien ruins or monolith
16 Varst alien species hidden in water or underground
17 A beacon left by aliens sends a signal if exposed
18 Alien terraforming equipment left but operable
19 Remnants of dead alien race dreamlands with long extinct life
20 Alien bio weapon or engineered life form left in ruins or crashed ship

Sunday, 13 August 2017

Cthulhu Pulp Metropolis Decopunk Image Dump #2



So since I started this setting Decopunk the term has been increasingly used. I seem to often get an interest in things slightly ahead of the curve. Today a few links to lots of films. Also Kim Newman did a good Metropolis Superman mash up short story which might have been in Famous Monsters of Film Land but i'm not sure. It is better than the Superman-Metropolis Comic by DC anyhow. I've been digging and filing more stuff so here is some of my shiny streamlined booty.

Part of the point of the setting is a celebration of silent and early SF and Supernatural genre films.

Retro Films
Russian SF 1929 Some great city scenes and cars
https://www.youtube.com/watch?v=E3uyR4OWEOw

Russian SF 1924 Aelita Queen of Mars
https://www.youtube.com/watch?v=VSDv9HlzqL0

Things to Come (I use as 20th c history plus deco tanks)
https://www.youtube.com/watch?v=atwfWEKz00U

Just Imagine - I use this a bit for america
https://www.youtube.com/results?search_query=just+imagine

Metropolis - I use this for central Europe 2020
https://www.youtube.com/watch?v=Q0NzALRJifI

Woman on Der Moon
https://www.youtube.com/watch?v=GMk1mtirACU

Der Golem - good moody horror
https://www.youtube.com/watch?v=ArHM_UArtPI

Dr Caligari - good asylum horror - modern remake 2005
https://www.youtube.com/watch?v=-IlLvrkuPVw

Original Caligari 1920
https://www.youtube.com/watch?v=aimAeeDx2p4

Call of Cthulhu
https://www.youtube.com/watch?v=XHuY2wXTd0o

Algol - alien gives someone ultimate power
https://www.youtube.com/watch?v=sLXS-pAfz9M

Nosferatu 1922
https://www.youtube.com/watch?v=FC6jFoYm3xs

The Tunnel - boring but some good tech
https://www.youtube.com/watch?v=3hkUJ1qu9os

I did eventually get the Agent13 novel from TSR but they didn't survive one read
I liked it but wished that all books in one volume
Read like Juve books but had some pulpy torture I wouldn't endorse for the kids
TSR Top Secret/SI Agent13 Sourcebook is a great pulp rpg book - one of best

This is a good genre article mentioning some books
http://www.barnesandnoble.com/blog/sci-fi-fantasy/decopunk-deserves-bigger-steampunk/



Terminal for cable cars needed to reach higher city areas rapidly



I forgot what this film is called but I have been meaning to see it
The Shadow movie is pretty cool, one of the better pre modern hero movies and hundreds af shadow pulp images have great dilemma shots begging a story for inspiration. I quite like mens sweat mags and mars attacks for the pregnant with possibility story telling. Norman Saunders was a great.

Popular mechanics and lots of pulp mag covers are very inspirational.




Cars in metropolis not very futuristic but were some cars in later years with deco tear drop shapes that suit the setting. The above cars are nice especially the armoured one but both would make nice pulp hero cars.



Noir and deco go well together.
Lots of darkness and smoke and fog
Shiny reflective surfaces like cars, windows or water
Hardboiled citizens drink, smoke and imbibe drugs
Pre war fallout might have been like this
Actually a game set in pre fallout might be fun



Lots of great bits of building interiors even party shots or fim still can add to the deco universe. Something like this makes for a good important scene in a drama. Architecture and party images are good to use in game.



Nocturne city is a feature of Strange Aeons comics which i cant seem to find.
This page has a feature on it with a dead link but has it's own interesting stuff
http://sljazzaftermidnight.blogspot.com.au/2012/06/strange-aeons-dieselpunk-webcomic.html



Lots of industrial imagery for factory level and inside mighty machines



This chic deco adventuress is a great image - lots of good examples of world exploring women and female aviators.



Lots of great urban city scapes available especially nocturnal ones



Im still finding gold like this - ocational retro future cities
Idea that huge bridges, elevators and cablecars would be needed and that underground space would all be ocupied is amazing. Lots of exiting scenes could use these modes of transport.

TopTen and Tom Strong comics had lots of fantastic architecture



Some styling streamlined trains to look at too for inter city travel. You could probably lie and say it had a atomic boiler.



Plenty of mad science images in hollywood and interesting pulp heroes to steal from old serials and pulp


This shows the paradise of open public space located for the rich on topmost towers. I suspect suicides might be daily occurrence often predicted by market changes.


I dont know if this would be real but would suit my ww1 games pretty well. Make a great riot control vehichle



Some great cosplay out there - probably inspired by sky captain and the world of tommorrow. A bit mor diesel than decor but has many great scenes - shame they cut bits out that explained the story


This luxury complex seems a bit more west coast to me butt would be a good location



Of course factories and worker housing even lower than this. Pollution didnt seem to fit in these dreams. I guessing more areas like gardens for the rich would be sheilded by glass



Airships are a great part of the genre and military battles in aerial dreadnauts and carrier actions might be quite thrilling. Moorcock has wonderous bulletproof fabrics in warlord of the air and real weather might be a problem because it killed such dreams in reality.



This monstrosity might be good to feature in a adventure. Colossal mobile sea cities for the rich could be entertaining adventures and were featured in some novels.



I like the advanced tech here has retained victorian housing



The transport shown here is a great example. I imagine some would never visit lower levels and some spectacular stunts, chases and accidents could occur