Friday, 9 November 2012
Cultists in Space
Call of Cthulhu in space was a promising genre and occupied my dreams for a while until i saw Prometheus. Great to see left over drawings from first film but so disappointing on so many levels just me mad. Basically this and Scott's master of SF series exposed his beliefs too much - a wishy washy intelligent design ambiguous mess. Interesting no female aliens too. Best thing going for it is that it destroyed the xenomorph mythology which had become too mainstream.
Anyway I was writing alot of stuff and intended to write a COC adventure - which started one of my current game groups. But this film made my imagination go elsewhere. It killed my dreams for a while.
here are some ideas I'm kicking around:
Possibilities
So space travel in a CoC universe. Well cultists have been space traveling for millions of years. All you need is a gate or some space mead and a summon/bind spell and your off. Lets say for example some Hyperborean cultists traveled to a habitable planet. They return to earth to kidnap people regularly. Some keepers make gate spells modify the traveler to survive the other side which would provide even more worlds.
So our colony nabs some druids on a later trip and update their knowledge of earth a bit. In the 23rd century a Earth scout vessel finds them or the ruins left behind.
Another idea:
A battered colony ship lands on hostile planet. They build an underground colony and set to work on building a sustainable colony. One passenger is a cultist. He slips in Necronomicon quotes in the colonies data stream and a decade later the cultists are in charge and have travelled to other worlds to kidnap sacrifices and breeding stock.
A hundred years later a scout craft swings by to find why a sun has shifted its spectral type. On arrival they see what should be a lifeless planet covered in fleshy red trees and a city filled by various ritual sites surrounding it almost like an Aztec city. The city welcomes them to land. The crew find a society of priests with subhuman farmers toiling alien crops. They are offered food (actually human flesh and dark spawn milk). When suspicious crew decide this is dodgy and try to leave their subspace drive fails. Cultists walking on the hull in robes with knives summon dimensional shamblers to attack the ship.
Norman Spinrad's Men in the Jungle a good read for a horrible planetary cult.
Basically cultists have used elder gods to change their planet. Shub-Niggerath is the Terra-former. Cthuga can alter a stars spectrum. Doalath can render stardrives non functional but if you nuke the temple it might help.
The implications of this is that cultists have been everywhere already. Nowhere is safe. One cultist can ruin a colony.
Could a culture of insane cultists produce sane renegades? Different cults may have already battled to the death aeons ago for conquest of the stars.
Ill post a list of horrible scenarios ideas here later.
Wednesday, 7 November 2012
Barrier Lands - old RQ game world
A few Gloranthan ideas crept in
Barrier Lands from my 90s RQ
“I am a settler of the nation of (X) in the famous Barrier Lands”
Description: The Barrier lands are one of the most diversely peopled regions of the Azanian continent. At the cross roads of many important civilizations it has always been an important centre of trade, learning and strategic power.
The land is surrounded by mountains, which are in turn surrounded by primal forests. To the north in the barren lands lies a single pass to the great plains of the north. New nomad peoples have always come through here, some have been raiders and others have settled down permanently. The major river of Hestor runs through the land dividing it into two. The lower Hestor has wide flood plains and swamps surrounding it while the northern part has huge cliffs on either side. The coast has several excellent natural coves and harbours which have always brought excellent sea trade. Several great forests divide the land further.
The land is geographically divided by many natural features which has created many tiny kingdoms. Each has its distinct history, people and dialects. Many patches of impassable wilderness have attracted wild rumours and horror stories as to what strange beings and haunted ruins lay hidden within them. Many signs of ancient battles, some between the gods and of long vanished races can be found in these secret places.
Inhabitants: The population table shows the relative populations of the intelligent inhabitants of the Barrier Lands. Many non-human populations have thrived here due to the many passages to otherworlds which lay hidden in the wilderness regions.
Culture: Four main human types live in this region, having come in multiple waves over the aeons. They are usually classified as the Solars, Lunars, Storm and Earth peoples. Heretics and exotic peoples are common here, particularly sorcerers. Many other small enclaves foreign peoples exist, especially in Takarsis city. Successive peoples have come with varied technology and living practices. Hunters and gatherers, nomad herder’s, barbarians and civilized peoples exist sometimes side by side. The decadent and sorcerous race, the Rowanac dwelt here in ancient times bringing slaves from across the four corners of the world to their city state of Takarsis. Having been slaves in the dawn of history, Takarsians now are becoming an empire drawing on many ancient magical and holy traditions.
Languages: Each major human group is united by one of the four main holy tongues (Sky speech, Fire speech, Sea speech, Earth speech). National tongues are local corrupted dialects of the above. Trade language developed from the language used by Rowanac slaves across the world and is a debased form of that tongue. Rowanac is commonly used by sorcerers. Lamnutainian is used by the civil service. Chaos speech is used by the slaves and spawn of the bad gods who often dwell in secret among the lawful and good.
Government: A new empire has united the feuding lords of the Barrier lands, founded by King Karnagus seventy five years ago. His grandson Emperor Ortagus rules now with advisers of many creeds and people. He has written a constitution, created a new model army, and founded a school for civil servants.
He has a passion for building, hunting, philosophy and poetry.
Military: Each land has its own armed forces to deal with the common raids, civil wars, rebellions and feuds which trouble the region. The emperor commands thirty legions and uses his economic power to keep the peace. Most settlements are armed camps and forts cover the whole region, remnants of the countless wars of the past. The Emperors Expansion in all directions has made the empire into a colonial power. The legions are mostly elite heavy infantry with engineers and cavalry. Other local troops and other exotic armies from the provinces and conquered kingdoms often double them in battle.
Religion: Each of the pantheons has its own pantheon which serve their own lifestyle the best. Most communities have up to three temples, one to the local patron god, one to the national patron god and one to the lords patron god. Many worship spirits of ancestors, plants, animals, springs, mountains and other natural beings. Many creeds of sorcerers also exis, the relative tolerance of them (at least in civilised parts) has encouraged this. Some sorcerers are mechanists, philosophers, mystics and even monotheists or humanists. Many dire cults also thrive, particularly in places oppressed by conquest or hardship.
Population of The Barrier Lands
Takarsia Civilized Various Divine and Sorcery 65,000
Terrunda Civilized Sorcery and Divine Storm 36,000
Boldward Barbarian Storm Divine and Shamanism 85,000
Highwood Nomad Earth Divine and Shamanism 26,000
Wormsgate Barbarian Earth Divine and Shamanism 112,000
Skyford Barbarian Solar Divine 78,000
Helvia Civilised Earth Divine and Sorcery 20,000
Morvia Barbarian Lunar Divine and Shamanism 16,000
Calmoria Civilized Earth Divine and Sorcery 53,000
Samaria Nomad Solar Divine and Shamanism 39,000
Dakaria Nomad Lunar Divine and Shamanism 44,000
Iron Bridge Barbarian Storm Divine and Shamanism 32,000
Dragonfall Nomad Storm Divine and Shamanism 18,000
Marrus Civilised Lunar Divine and Sorcery 53,000
Hestoran Barbarian Lunar Divine and Shamanism 14,000
Bogripe Barbarian Earth Divine and Shamanism 84,000
Vingeld Civilised Solar Divine and Sorcery 41,000
Sungeld Barbarian Solar Divine and Shamanism 36,000
Fellcoast Barbarian Lunar Divine and Shamanism 32,000
Entaran Civilised Storm Divine and Sorcery 86,000
The Barrier Lands Regional Activity Tables
Determine Weekly Per City
Common Events
* Pirates, raiders or bandits plague the area, making travel a hazard and looting villages
* Religious missionaries, prophets or hermits preach in the market place to all
* Soldiers arrive to recruit for a war, stamp out local unrest or for a weeks leave
* Monsters sighted, travellers wary, horror stories abound, mostly gossip only
Uncommon Events
* Local contest celebrated such as jousting, horse race, wrestling, combat or magic
* Priests of local cults quarrel over petty religious dispute, violence and mob unrest
* Local Government forms work gangs, seizes weapons or drafts warriors into army
* Miracle event such as healing spring, magic fruit, spirit distributes gifts, saint appears
Rare Events
* Monsters rampage, all hands needed to slay, people killed and villages destroyed
* God seen in local area, clergy declare holy day, the disrespectful are mobbed
* Magic-Thieves loot local sacred places, all armed foreigners detained by locals
* Stranger distributes curses and blessings to all who they meet
People of Note
King Tantilus Earth-Dragon the Third: He is a direct descendant of Fredrikos of Kainos, a shepherd, decended from a local earth goddess of that distant land. He gained the curse of dragonblood, established a fued with the river serpants and vanished heroquesting. The sons of this clan become sorcerers and the daughters become priestesses. The current King is very active and ambitious but plagued by internal factions in his clan.
Errakas, King of Terunda: He has taken the feudal code of Mantifex and corrupted it into a tyranny where the serfs are systematically Tapped and worked to death in the service of the sorcerer knights who rule. He is warlike and aggressive, using brilliant tactics to earn the reputation as The Barrier Lands greatest war master. As his power grows so do his enemies.
Daragor, Khan of Dakaria: Revered as a god by his people he has single handedly killed the dragon of the Black-Bogs. He bears a strong grudge against Terunda and plans of revenge against that land. He is generous, wise and is the embodiment of the ways of his peoples godlike first ancestors. He has incarnated the ancestral founder and Demi God of the Blue Horse people against enemies before.
History
The first peoples of The Barrier Lands were conquered by the Rowanac over three thousand years ago, bringing metal usage, sorcery and many slaves to the city they built known as Takarsis. Almost four hundred years later the slave rebellion threw off their yoke and the first high king of the Barrier Lands, Mantani Tintangel brought unity to to the many peoples who now settled across the land. This golden age of freedom ended nine hundred years later when nomad hordes easily crushed the decadent flower of civilization. This is the date the Takarsian calender begins.
In 412 the first Lamnutainian empire conquered much of the west, until three hundred years later the Denmyrian sea folk, many nomad and barbarian hordes and other foreign peoples destroyed that empire. The final straw was when the costly conquest of Tertizan was destroyed by a Broo Horde. For the next two hundred years darkness and ignorance plagued the Barrier Lands. In the year 1012, the Takarsian lords began to re-settle the wilderness which had been made during the centuries of darkness. In 1419 a dynasty of sorcerer lords ruled and made many conquests over the scattered barbarians in the wilderness. Then in 1576 another nomad horde captured the city but enslaved the sorcerers and rapidly adopted their civilised ways. In 1616 the New Lamnutanian Empire came and conquered the Barrier lands. They constantly warred against the Denmyrian kingdoms destroying the Lomordian kingdoms in between them.
This stalemate destroyed both empires over the next twenty years. The Lamnutainian withdrawal created the many kingdoms that are found today in 1721. Nomads threatened many after that but finaly the present kings grand father founded the empire and held them back. His father gained the obedience of all the vassal kings and initiated new roads, forts and wall building efforts. Now the new king is hoping to rule all the world he can grasp.
Places of Interest
The Stone City: A pre-Rowanac ancient haunted city, half frozen in a glacier in the Six Guardian mountains. Ancient monsters and ghosts lurk here to prey on the fools who come here. Despite there the absence of metal usage the level of civilisation and magic seems very advanced.
The Elder Bogs: At the heart of this swamp is the remnants of an ancient Rownac attempt to conquer other worlds beyond this one through magical gateways. It is filled with many ancient monsters and even a dragon. Many who enter return decades later when only days past for them. Survivors who have returned after ten to a hundred hears report a ring walled city with many great temples and a steel pyramid lay at the centre. Ancient monsters of the past dwell here, including a dragon, many thunder lizards and demons. Many primitive humans and Elder races lay within.
Ironforge: Built by a dwarf saint then lost to demons. Open handed Dwarves led by the saints son killed a dragon to reclaim it and settled in. They wield a myterious weapon called a cannon to dominate the river for the Earthdragon Kings.
The Hellwood Forest: In the centre lies a cursed ancient castle, once guarded by creatures of chaos who served the demon who dwelled within. Now a small settlement of farmers and chaos crusaders live here. Monsters occasionally rampage from here which attracts chaos hating Elder races. Apparently many lost ruins can be found, from the many kingdoms which now buried in the past. Fires blazing and sounds of battle may be often reported from locals who live at the border.
The Elderwood: An ancient primal forest filled with Elder races, Broo, Were-Wolves and Giants. Inside the woods are bigger than the outside, any many hidden lands may be found there. The reputation of these woods has reached all known lands, as they in total length span many regions. All on its borders live in fear from the haunted dreams it brings.
Wormwood: A thick and young Forrest were the primitive snake people dwell. They use deadly poison and strike invisibly at their foes. The forest is also home a great Dragon who fathers the dozens of worms which come from this wood each year. Snakes, reptiles, Slarges, thunder lizards and even a Dragon Newt city ruins may be found inside.
Greenwood: Particularly vigorous plant life in these parts and the woods are at all times of the year green. Elves and many magic plant spirits dwell in these woods. Mortals disappear on the borders often.
Youngwood: A wild forest which appeared only a hundred and fifty years ago. The ghosts of the Lomorian people have become more confused with those of plant spirits and elves. New primitives and Earth nomads often travel through here from distant lands. Many settle in high Wood.
Takarsia: Trade city, built by the Rowanac over three thousand years ago. A shambling mass of decrepit half empty buildings filled with beggars and thieves. Once a thriving trade metropolis famous for its religious freedom and tolerance of sorcerers. It was a wonder of both the ancient world and the Rowanac empire. It has the densest population of the region but has still its potential and buildings. Greater temples to all cults can be found as well as visiting shamans, sorcery schools in abundance and several local cults (The city founder, a thieves clan cult called the brotherhood, the hero who led the Slave Rebellion against the Rowanac). The headlands are filled with graves, caves, rubbish heaps, sewer pipes and mine tunnels where many bad things happen.
The Hell Canyons: A Huge Rift in the earth filled with depraved chaos monsters. The remains of an ancient battle between the gods, where Karagar the father of monsters was first dismembered, then buried in a crack the gods made. His buried body parts made the many Broo, Ogres, Scorpion men and Giants which stalk the land. Evil temples are carved within the hundreds of miles of tunnels within the cliffs. A polluted lake of acid and a poison stream are said to lay in the middle.
Serpent Isle: An Island of fierce Amazons who sometimes raid the mainland seeking male slaves and liberating women. They are very civilized and are known to ride unicorns into battle. They are often visited by the gods who may live among them at times and father many children. They even ignored the Rowanac.
Dragon Isle: A wild Island where a huge dragon dwells. He sometimes sinks passing ships. A Lost tribe of head hunting savages dwells here also. The dragon is said to have stolen several pirate hordes as well as that of the ancient alchemist king who once ruled this island. Many say this is a warning to all who horde wealth in the barrier lands.
Skull Isle: A rocky Island where Vikings and pirates often lair when unwelcome on the mainland. It is a rocky and barren volcanic mass filled with tunnels. Dangerous reefs and sea monsters allow only the most regular or heroic sailors.
Lomoria Isle: Last refuge of the ancient Lomorians who once lived next to The Barrier Lands. They are civilised users of Earth Magic and Sorcery. They trade with the mainland but do not welcome foreigners. Many smaller islands share this culture around them. The island is filled by forest.
Denmyria Isle: An outpost of the infamous Denmyrian Pirates who terrorize all the seas. They practice sorcery and worship the gods of the sea. They have made sea travel very deadly in the region along with the sea serpent increases in recent years.
Terunda: A dark and gloomy land of skinny serfs and animals, ruled by tyrant wizard-knights. Tapping is rumoured to be used frequently by these warlike people. War is the main industry.
Boldward: A wild coast populated by barbarian chiefdoms. Whale and seal hunting is supplemented by feeble agriculture and raiding foreign lands. Clan feuds are common.
Highwood: A forest shrouded land of peaceful farmers. Many haunted woodlands keep this land sparsley settled and exellent for hunting.
Wormsgate: A rich land haunted by greedy worms. The people are prosperous and hardy, well known for their jolly ways. Many peasants from other lands flee to this land to escape oppression. The church bless the crops of all while the warriors cults fight the yearly worm migrations from the forest.
Skyford: A hard land of solar templars, with mighty walled towns and cities. They are known to be strict and rigid, with strong traditions and often harsh customs. Centuries of being on the front line of nomad and chaos hordes have made them very martial and strict. Many tribes of who herd horses and cattle dwell here. Barbarians here use wheeled wagons and chariots for war and trade.
Helvia: A blessed city and estate of great charm and wealth. Famous for it’s rich art and culture, the land maintains a high standard of living. They often war with wicked Morvia.
Morvia: A dark and squalid city land of cruelty, cut-throats and assassins. Morvia is filled with vice and depraved sports. Many minions of chaos roam here unnoticed by the common folk.
Calmoria: A blessed mountain land with pleasant lakes and mountain borders. The isolated people are suspicious of strangers from other barrier lands. They do however contribute many knights to the regular chaos crusades in the Hellwood or Hell canyons.
Dakaria: A dull chilly plain where nomads dwell. They herd reindeer, goats, horses and bison. They have quickly adopted the use of boats and barges to send their beasts to market. They are the most recent arrival to the barrier lands.
Iron Bridge: A fortress enclave of mercenaries and monster hunters. Huge weapon smithing halls employ hundreds. A giant built bridge crosses the mighty river Hestor here, defended by terrible siege weapons.
Dragonfall: A pleasant riverside city, near the famous waterfalls which spill into the river canyons. Often a favourite hiding place for scoundrels, smugglers plundering neighbours creates many blood feuds..
Marrus: A river city of rich with rich swamps and flood lands. Once plagued by evil rulers, now it is a thriving trade city instead of the sizable kingdom it was.
Hestor: The holy river which divides the land. This difficult to ford river has kept the region divided and caused the fall of many empires. It has its own local river god and is infested by mighty river serpents of greater cunning, strength and impenetrable scales. These serpents allow no descendant of clan Earth-Dragon to cross. Takarsia, Ironforge, and Ironbridge are the only permanent bridges over the river, elsewhere ferries are used. The river is rich in fish and trade. The many swamps around it are filled with river folk and swamp pygmies.
Hestoran: A religious center for the Lunar peoples. The river god Hestor has a great temple here where he personally appears each high holy day to give his blessings.
Bogripe: A huge swampy land with many hidden settlements and even wild swamp people. Many stilt villages and floating houses can be found on the rivers edge, while farmers use the flood plains for their rich crops. Many monsters, savages and bandits raid locals and visitors yearly.
Vingeld: A rich wine making district of gold mines and holiday villas. The cheery solar people here are famed for their good humour and excellent drink. Some nobles regard themselves as Lamnutain rather than Barrier land folk, even calling themselves Governor.
Sungeld: A central Solar holy place where pilgrims go. Aggressive and conservative barbarians populate this land, often harshly using what they call holy law to harass visitors with different beliefs. They use gold only for trade devalue other currencies. Best avoided during holy season.
Fellcoast: A rugged coast of fishing folk who worship the sea god.
Entaria: A civilised but cruel land partly bordering The Barrier Lands.
Tuesday, 6 November 2012
Gamma Posts Reference
http://elfmaidsandoctopi.blogspot.com.au/p/gamma-world_27.html
this is more recent update of my gamma game posts
been printing publishing and revising my gamma posts for play
Here is a quick guide to so far:
session one game log
http://elfmaidsandoctopi.blogspot.com.au/2012/11/gamma-aeon-game-log.html
session two - king beavers mission
http://elfmaidsandoctopi.blogspot.com.au/2012/11/gamma-aeon.html
starting equipment
http://elfmaidsandoctopi.blogspot.com.au/2012/11/gamma-aeon-starting-loot.html
character gen tables
http://elfmaidsandoctopi.blogspot.com.au/2012/11/growing-up-gamma.html
settlements and d100 whats wrong with my bunker?
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-aeon-tourist-beareau.html
20 questions for gamma games
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-age-herald.html
some references for future evolution
http://elfmaidsandoctopi.blogspot.com.au/2012/11/gamma-evolution-sources.html
gamma gobblers - riding and food beasts
http://elfmaidsandoctopi.blogspot.com.au/2012/11/gamma-thanksgiving.html
skills
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-skills.html
bunker map and high island game start
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-mega-dungeon-beaver-feaver.html
high island encounters and beaver island close up-map
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gammaworld-beaver-planet.html
beaver island map of region and starting stuff for bunker high island game start
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-locale-king-beaver-island.html
winter on beaver island
http://elfmaidsandoctopi.blogspot.com.au/2012/11/gamma-winter-on-high-island.html
Language, tech levels, basic types of player stock
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-stuff.html
cryptic alliances - updated with tables
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-orgs.html
what happens if you get caught?
http://elfmaidsandoctopi.blogspot.com.au/2012/11/concequences-and-agency-in-rpg.html
my gaming flickr folder with maps and bunker plans
http://www.flickr.com/photos/konsumterra/sets/72157631656547261/
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Monday, 5 November 2012
Gamma Aeon starting loot
Darn triffids - whose idea was it to make them cross pollinate with other plants?
id like to personalize this but need the speed
ill revise and tabulate my cryptic alliances
possibly may need to fix them a bit
will grow these from time to time
Tech Level 0 1d20
for early hominids, animals and plants mostly building culture from scratch
1 - a stick or leg bone 1d6 club
2 - tree branch 1d8 club
3 - stick and a rock
4 - 2H improvised junk maul 1d10 club
5 - haunch of animal meat 1hd6 or a 2h 1d8 bigger one
6 - unconscious small animal and a rock
7 - half a brick
8 - huge poison thorn 1d4 + 1d6+3 intensity venom (1d6 uses)
9 - branch with 1d6 x d6 healing berries and 1d6 x 2d6 rad-away berries
10 - mutagen contaminated bunch of fruit intensity 2d6+6 rad
11 - garrotte length of vine for strangling
12 - explosive puffball 3d4+2 poison 3m area and 2d6 dam
13 - grooming bird or remora like cleaner mutant hangs around
14 - locator collar (from who knows who) and possibly shredded clothes
15 - shiny wiggly talky metal rock - small damaged drone or robot
16 - parasite or symbiotic mutant for a pet (1in6 on d6 are smarter than you)
17 - giant mystery egg
18 - a mutant companion possibly offspring or a scavenger turned friendly
19 - cyborg body parts worn as primitive jewelery
20 - a spectacular novelty hat, wig or other ridiculous clothes item
Tech Level I 1d20
all tools stone, animal or plants or made from ancient trash, everything improvised
bed roll, 1d6 days food, water skin, flints, 1d4 torches
1 - Spear and 3 javelins
2 - 1d6 light mace and short bow with 20 arrows
3 - hatchet 1d6 and 1d4 darts
4 - stone hammer 1d4+1 and bag or rocks
5 - battle axe 1d8, soft leather armour
6 - Knife and bag of rocks
7 - soft leather +1 AC, club 1d6
8 - Staff and sling
9 - atlatl and 1d3 javelin and 1d6 darts - can use as a 1d6 club also (or a woomera in Oz)
10 - hunting or guard beast - dog, lizard, hawk, wolfweed etc
11 - 1d4 x d6 throwing clubs, or 1d2 throwing clubs and 1d6 x 1d4 throwing sticks
12 - 1d4 boomerang or blowpipe with 3d6 intensity 2d6+3 paralasys darts or 1d3 bolo
13 - 10 ft duralloy chain
14 - a farming tool like a hoe, spade, scythe, sickle, work maul, grain flail
15 - short bow, knife and a fresh-ish mutant animal carcass
16 - beast of burden - hyper burro or disarmed trained triffid or mega donkey, and a whip
17 -1d6 4litre pots of beer tied into a 6pack stick frame, club, cup
18 - bundle of fire wood, hatchet, packed lunch
19 - staff, musical instrument and a herd beast
20 - club, 30m rope, sack, cape, mechanical lock picks
Tech Level II 1d20
up to Napoleonic, making simple steel and gunpowder weapons, clockwork mechanisms
tent, metal pot, sleeping bag, knife, tinder box, lantern, oil, bottle of beer, 1d6 days food
1 - light d6 musket and 40 shots powder and ball and bayonet
2 - sword/mace/axe/spear 1d8 and shield, studded leather +2AC
3 - short bow, spear, dagger
4 - Crossbow, hand axe d6, studded leather +2AC
5 - Sword and dagger, soft leather +1 AC
6 - Short sword and 3 three throwing knives
7 - Scale+4 armour, and club 1d6
8 - 2d4 blunderbuss, 20 charges of gunpowder, and sack of nails, club 1d6
9 - riding animal with 1d4 days beast fodder and saddle, club 1d6
10 - Guard beast - dog, lizard, hawk, wolfweed etc, club 1d6
11 - slave servant human or minor mutant, club 1d6
12 - d6 sword cane and tiny flintlock 1d4 (could be combined into one)
13 - fishing rod, hat, jar of bait and survival knife
14 - beast of burden - hyper burro or disarmed trained triffid or mega donkey, and a whip
15 - pushcart of mutant vegetables or fake potions or scrap metal and a club
16 - 1d6 black powder grenades, box of matches, dagger
17 - 1d12 bottles of beer and 1d6 bottles of spirits easily made into molotovs, brass knuckles
18 - meat animal on a 10ft rope, cleaver
19 - mutant nanny goat - small pack animal that gives milk, staff, bucket
20 - bandages, 1d6 x 1d6 healing berries, jar of leeches, bone saw, needle, thread, 1d6 x KO drug
Tech Level III 1d20
up to WW1 steampunk wild west era recovered tech like airships, steam, cartridge based ammo
1d6 days of canned food, canteen, sleeping bag, knife, tinder box, lantern, oil
1 - old revolver 1d6 3d6 bullets, knuckle duster grip dagger
2 - old medium bolt action rifle and bayonet 2d6-2 bullets
3 - light pneumatic rifle 1d4, pump action, 20 rounds, 4 shot mag
4 - light shotgun, club 1d6 and a sack
5 - fencing foil and 5-shot light sleeve derringer pistol
6 - flare pistol plus 1d6 flares and 1 shotgun slug
7 - 6 sticks of dynamite, club 1d6
8 - steel chest plate +5AC, sword 1d8
9 - bicycle, 1d6 club, repair kit
10 - telescope, 1d8 sabre, nice hat
11 - knuckle duster, hidden knife, club, cape, sack
12 - 2d4 molotovs, club 1d6, zippo, box of 2d10 cigars or joints
13 - mess kit, 40 cans of creamed corn or baked beans, no opener, chef knife
14 - 4 cartons of cigarettes, lighter, 1d12 cans of beer, club
15 - sack of mechanical and clocks, 3m duralloy chain
16 - a 40 kilo motor on a cart, giant wrench, tin of fuel
17 - sack of live mutant ferrets 1d6, sack of dead rodents, ball of twine, club
18 - knitting needles, mutant yarn, bag of buttons, needle thread, rags, huge scissors 1d4 or harpoon, sack of mutant blubber, hatchet, ambergris chunk
19 - sack of coal or scrap, shovel, wheelbarrow, gloves, goggles
20 - 1d6 scalps, dagger, lever action 5 shot carbine, sabre, 2d6 bullets
Tech Level IV 1d20
up to end of 20th century recovery: atomic power, space travel, tanks, jets, electric everything
1d4 days army rations, plastic tent, filter straw, lighter, torch, pocket knife, penlight
1 - automatic pistol 1d6 2d4 shots - 8 round mag
2 - light 20 shot magazine fed rifle 2d10 rounds
3 - riot shield and fire axe or truncheon 1d6
4 - baseball bat with nails 1d8 and garbage can sheild, frag greanaide
5 - pump action shotgun (tube 5 shots), 1d6 shells
6 - hunting slingshot 1d4, dagger, 1d4 micro frag grenades 3d6
7 - 1kilo slab of plastic explosives, 2 timers
8 - folding motorized scooter, solid off road wheels and truncheon
9 - inflatable raft and pump with tent and survival knife
10 - portable entertainment system and truncheon 1d6
11 - +3AC sport armour + roller skates & 1d4 knuckle duster or hockey stick & ice skates
12 - riot helm with gasmask, radio, and loud speaker +1AC, chem cell per month and truncheon
13 - flamer pistol with 1d6 fuel shots and a fire blanket and extinguisher
14 - sawn off double barreled shotgun, 2 full barrels, 2d6 empty shells
15 - grenade launcher - one frag grenade, bayonet
16 - light machine pistol, 1d10 bullets, 8-20 shot mag folding stock
17 - doctors bag 4kilos, syringe, 1d6 KO drug, 1d6 x 1d6 healing drug, tools, 1d4 knife, etc
18 - mechanical tool kit 12 kilos, huge tool 1d8
19 - electronic tool kit 2 kilos, 1d6 chem batteries, 1d4 soldering iron
20 - shock baton and riot armour +4
Tech Level V 1d20
21st century cyber punk and mega city era,
1d3 days food pills, 1d6 water purify pills, auto-thermos, self inflating tent, laser pen, 1d4 glowsticks
1 - memory plastic truncheon and sheild, fits in hand, tear gas grenade
2 - memory plastic knife, hand size blob til activate, damage pack A vest and trigger
3 - whistle, personal alarm and irritant spray pack 1d6 shots and hand radio
4 - tazer 12 Intensity vs con power for 1d4 shots, kevlar vest
5 - remote control surveillance drone, chemax grenade
6 - 1d6 use spray plastiflesh (heal 1d6),1d6x 2d6 healing drug shots, geiger counter
7 - type B slug thrower full clip and battery, takes photo and calls police when fired
8 - low-light binoculars, 1d3 frag grenades
9 - sedgeway and hopelessly dated gps talking mapbox
10 - water purification canteen and chem cell, 2d12 days food pills, d100 salt pills
11 - portable terminal and connection jacks with hardened case 8kg chem cell for 1 month
12 - folding parawing glider pack or artificial gill mask
13 - ABC suit - radio, gas mask, 18 intensity sheilding, recharges from stray EM
14 - memory suit - changes colour and style, repels filth
15 - plastic slug pistol 20 shots disposable, neon and fluro plastic
16 - type A slug thrower full clip and battery, combination safety lock
17 - truncheon, whip, +4 riot armour, handcuffs, 1d20 cable ties
18 - electronic lock picks, switchblade, flashlight
19 - sculptable biomask, police ID, 1d6 knives, spring loaded wrist knife gun
20 - smart gauss machine pistol, police ID to arm, 20 cap magazine, hydrogen cell per 3 mags fired
Tech Level VI 1d10
AI everywhere, anti grav, teleporters, star drive, super lazy citizens look down on previous tech
1d6 items of candy, music headphones, wrist computer/phone/game, can of energy pop drink
1 - Self repairing and cleaning jumpsuit +1AC
2 - Laser tattoo set with 3000 designs or shape shifting memory plastic wig (100 styles)
3 - bag of sex toys, 1d4 memory plastic decoy (gender of choice), micro reader with porn
4 - solar personal computer with jack and basic secretarial AI and games
5 - butler robot, fueled by scraps and makes grog, screwyAI, 1d4 bottles of grog inside
6 - 2d20 doses of party drugs of several varieties, pnumatic hypo, pipe, las lighter, 1 dose sober up
7 - android toy pet dog, cat or weird creature companion (mini t-rex, doll, plushy)
8 - power gauntlet, no batteries but still does d4
9 - disposable laser pistol 1d4 shots left 4d6
10 - combat helm, +1AC, radio, lowlight, lamp, gasmask, magnification runs off chem cell for month
11 - hoverboard, hydrogen cell per month, speed 100m
12 - hand scanner 60m, chem cell weekly 1d4 1=energy, 2=thermal, 3=alpha brain waves, 4=motion
13 - slip suit - +4 AC, super slippery except armoured feet, hands and knees, crazy sport wear
14 - soul globe - ancients personality recorded as AI, can talk but cant see
15 - spinerette - can spin 4 kilometers of monoline before needs new chemicals, tube of atomic glue
16 - vibriknife with 1 min power left
17 - survival suit with inbuilt hazard monitoring AI +4 AC Hydrogen cell per week
18 - match - can solder or puncture metal plate tool + 1d10 spare filaments
19 - toy ray gun which projects various beams and makes noises, chem cell per year
20 - AI Cam Drone - floating camera and voicebox, follows like a dog, hydrogen cell per month
id like to personalize this but need the speed
ill revise and tabulate my cryptic alliances
possibly may need to fix them a bit
will grow these from time to time
Tech Level 0 1d20
for early hominids, animals and plants mostly building culture from scratch
1 - a stick or leg bone 1d6 club
2 - tree branch 1d8 club
3 - stick and a rock
4 - 2H improvised junk maul 1d10 club
5 - haunch of animal meat 1hd6 or a 2h 1d8 bigger one
6 - unconscious small animal and a rock
7 - half a brick
8 - huge poison thorn 1d4 + 1d6+3 intensity venom (1d6 uses)
9 - branch with 1d6 x d6 healing berries and 1d6 x 2d6 rad-away berries
10 - mutagen contaminated bunch of fruit intensity 2d6+6 rad
11 - garrotte length of vine for strangling
12 - explosive puffball 3d4+2 poison 3m area and 2d6 dam
13 - grooming bird or remora like cleaner mutant hangs around
14 - locator collar (from who knows who) and possibly shredded clothes
15 - shiny wiggly talky metal rock - small damaged drone or robot
16 - parasite or symbiotic mutant for a pet (1in6 on d6 are smarter than you)
17 - giant mystery egg
18 - a mutant companion possibly offspring or a scavenger turned friendly
19 - cyborg body parts worn as primitive jewelery
20 - a spectacular novelty hat, wig or other ridiculous clothes item
Tech Level I 1d20
all tools stone, animal or plants or made from ancient trash, everything improvised
bed roll, 1d6 days food, water skin, flints, 1d4 torches
1 - Spear and 3 javelins
2 - 1d6 light mace and short bow with 20 arrows
3 - hatchet 1d6 and 1d4 darts
4 - stone hammer 1d4+1 and bag or rocks
5 - battle axe 1d8, soft leather armour
6 - Knife and bag of rocks
7 - soft leather +1 AC, club 1d6
8 - Staff and sling
9 - atlatl and 1d3 javelin and 1d6 darts - can use as a 1d6 club also (or a woomera in Oz)
10 - hunting or guard beast - dog, lizard, hawk, wolfweed etc
11 - 1d4 x d6 throwing clubs, or 1d2 throwing clubs and 1d6 x 1d4 throwing sticks
12 - 1d4 boomerang or blowpipe with 3d6 intensity 2d6+3 paralasys darts or 1d3 bolo
13 - 10 ft duralloy chain
14 - a farming tool like a hoe, spade, scythe, sickle, work maul, grain flail
15 - short bow, knife and a fresh-ish mutant animal carcass
16 - beast of burden - hyper burro or disarmed trained triffid or mega donkey, and a whip
17 -1d6 4litre pots of beer tied into a 6pack stick frame, club, cup
18 - bundle of fire wood, hatchet, packed lunch
19 - staff, musical instrument and a herd beast
20 - club, 30m rope, sack, cape, mechanical lock picks
Tech Level II 1d20
up to Napoleonic, making simple steel and gunpowder weapons, clockwork mechanisms
tent, metal pot, sleeping bag, knife, tinder box, lantern, oil, bottle of beer, 1d6 days food
1 - light d6 musket and 40 shots powder and ball and bayonet
2 - sword/mace/axe/spear 1d8 and shield, studded leather +2AC
3 - short bow, spear, dagger
4 - Crossbow, hand axe d6, studded leather +2AC
5 - Sword and dagger, soft leather +1 AC
6 - Short sword and 3 three throwing knives
7 - Scale+4 armour, and club 1d6
8 - 2d4 blunderbuss, 20 charges of gunpowder, and sack of nails, club 1d6
9 - riding animal with 1d4 days beast fodder and saddle, club 1d6
10 - Guard beast - dog, lizard, hawk, wolfweed etc, club 1d6
11 - slave servant human or minor mutant, club 1d6
12 - d6 sword cane and tiny flintlock 1d4 (could be combined into one)
13 - fishing rod, hat, jar of bait and survival knife
14 - beast of burden - hyper burro or disarmed trained triffid or mega donkey, and a whip
15 - pushcart of mutant vegetables or fake potions or scrap metal and a club
16 - 1d6 black powder grenades, box of matches, dagger
17 - 1d12 bottles of beer and 1d6 bottles of spirits easily made into molotovs, brass knuckles
18 - meat animal on a 10ft rope, cleaver
19 - mutant nanny goat - small pack animal that gives milk, staff, bucket
20 - bandages, 1d6 x 1d6 healing berries, jar of leeches, bone saw, needle, thread, 1d6 x KO drug
Tech Level III 1d20
up to WW1 steampunk wild west era recovered tech like airships, steam, cartridge based ammo
1d6 days of canned food, canteen, sleeping bag, knife, tinder box, lantern, oil
1 - old revolver 1d6 3d6 bullets, knuckle duster grip dagger
2 - old medium bolt action rifle and bayonet 2d6-2 bullets
3 - light pneumatic rifle 1d4, pump action, 20 rounds, 4 shot mag
4 - light shotgun, club 1d6 and a sack
5 - fencing foil and 5-shot light sleeve derringer pistol
6 - flare pistol plus 1d6 flares and 1 shotgun slug
7 - 6 sticks of dynamite, club 1d6
8 - steel chest plate +5AC, sword 1d8
9 - bicycle, 1d6 club, repair kit
10 - telescope, 1d8 sabre, nice hat
11 - knuckle duster, hidden knife, club, cape, sack
12 - 2d4 molotovs, club 1d6, zippo, box of 2d10 cigars or joints
13 - mess kit, 40 cans of creamed corn or baked beans, no opener, chef knife
14 - 4 cartons of cigarettes, lighter, 1d12 cans of beer, club
15 - sack of mechanical and clocks, 3m duralloy chain
16 - a 40 kilo motor on a cart, giant wrench, tin of fuel
17 - sack of live mutant ferrets 1d6, sack of dead rodents, ball of twine, club
18 - knitting needles, mutant yarn, bag of buttons, needle thread, rags, huge scissors 1d4 or harpoon, sack of mutant blubber, hatchet, ambergris chunk
19 - sack of coal or scrap, shovel, wheelbarrow, gloves, goggles
20 - 1d6 scalps, dagger, lever action 5 shot carbine, sabre, 2d6 bullets
Tech Level IV 1d20
up to end of 20th century recovery: atomic power, space travel, tanks, jets, electric everything
1d4 days army rations, plastic tent, filter straw, lighter, torch, pocket knife, penlight
1 - automatic pistol 1d6 2d4 shots - 8 round mag
2 - light 20 shot magazine fed rifle 2d10 rounds
3 - riot shield and fire axe or truncheon 1d6
4 - baseball bat with nails 1d8 and garbage can sheild, frag greanaide
5 - pump action shotgun (tube 5 shots), 1d6 shells
6 - hunting slingshot 1d4, dagger, 1d4 micro frag grenades 3d6
7 - 1kilo slab of plastic explosives, 2 timers
8 - folding motorized scooter, solid off road wheels and truncheon
9 - inflatable raft and pump with tent and survival knife
10 - portable entertainment system and truncheon 1d6
11 - +3AC sport armour + roller skates & 1d4 knuckle duster or hockey stick & ice skates
12 - riot helm with gasmask, radio, and loud speaker +1AC, chem cell per month and truncheon
13 - flamer pistol with 1d6 fuel shots and a fire blanket and extinguisher
14 - sawn off double barreled shotgun, 2 full barrels, 2d6 empty shells
15 - grenade launcher - one frag grenade, bayonet
16 - light machine pistol, 1d10 bullets, 8-20 shot mag folding stock
17 - doctors bag 4kilos, syringe, 1d6 KO drug, 1d6 x 1d6 healing drug, tools, 1d4 knife, etc
18 - mechanical tool kit 12 kilos, huge tool 1d8
19 - electronic tool kit 2 kilos, 1d6 chem batteries, 1d4 soldering iron
20 - shock baton and riot armour +4
Tech Level V 1d20
21st century cyber punk and mega city era,
1d3 days food pills, 1d6 water purify pills, auto-thermos, self inflating tent, laser pen, 1d4 glowsticks
1 - memory plastic truncheon and sheild, fits in hand, tear gas grenade
2 - memory plastic knife, hand size blob til activate, damage pack A vest and trigger
3 - whistle, personal alarm and irritant spray pack 1d6 shots and hand radio
4 - tazer 12 Intensity vs con power for 1d4 shots, kevlar vest
5 - remote control surveillance drone, chemax grenade
6 - 1d6 use spray plastiflesh (heal 1d6),1d6x 2d6 healing drug shots, geiger counter
7 - type B slug thrower full clip and battery, takes photo and calls police when fired
8 - low-light binoculars, 1d3 frag grenades
9 - sedgeway and hopelessly dated gps talking mapbox
10 - water purification canteen and chem cell, 2d12 days food pills, d100 salt pills
11 - portable terminal and connection jacks with hardened case 8kg chem cell for 1 month
12 - folding parawing glider pack or artificial gill mask
13 - ABC suit - radio, gas mask, 18 intensity sheilding, recharges from stray EM
14 - memory suit - changes colour and style, repels filth
15 - plastic slug pistol 20 shots disposable, neon and fluro plastic
16 - type A slug thrower full clip and battery, combination safety lock
17 - truncheon, whip, +4 riot armour, handcuffs, 1d20 cable ties
18 - electronic lock picks, switchblade, flashlight
19 - sculptable biomask, police ID, 1d6 knives, spring loaded wrist knife gun
20 - smart gauss machine pistol, police ID to arm, 20 cap magazine, hydrogen cell per 3 mags fired
Tech Level VI 1d10
AI everywhere, anti grav, teleporters, star drive, super lazy citizens look down on previous tech
1d6 items of candy, music headphones, wrist computer/phone/game, can of energy pop drink
1 - Self repairing and cleaning jumpsuit +1AC
2 - Laser tattoo set with 3000 designs or shape shifting memory plastic wig (100 styles)
3 - bag of sex toys, 1d4 memory plastic decoy (gender of choice), micro reader with porn
4 - solar personal computer with jack and basic secretarial AI and games
5 - butler robot, fueled by scraps and makes grog, screwyAI, 1d4 bottles of grog inside
6 - 2d20 doses of party drugs of several varieties, pnumatic hypo, pipe, las lighter, 1 dose sober up
7 - android toy pet dog, cat or weird creature companion (mini t-rex, doll, plushy)
8 - power gauntlet, no batteries but still does d4
9 - disposable laser pistol 1d4 shots left 4d6
10 - combat helm, +1AC, radio, lowlight, lamp, gasmask, magnification runs off chem cell for month
11 - hoverboard, hydrogen cell per month, speed 100m
12 - hand scanner 60m, chem cell weekly 1d4 1=energy, 2=thermal, 3=alpha brain waves, 4=motion
13 - slip suit - +4 AC, super slippery except armoured feet, hands and knees, crazy sport wear
14 - soul globe - ancients personality recorded as AI, can talk but cant see
15 - spinerette - can spin 4 kilometers of monoline before needs new chemicals, tube of atomic glue
16 - vibriknife with 1 min power left
17 - survival suit with inbuilt hazard monitoring AI +4 AC Hydrogen cell per week
18 - match - can solder or puncture metal plate tool + 1d10 spare filaments
19 - toy ray gun which projects various beams and makes noises, chem cell per year
20 - AI Cam Drone - floating camera and voicebox, follows like a dog, hydrogen cell per month
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Sunday, 4 November 2012
Gamma AEON game log
Went well - i need to make a gm folder and refine a few tables into each other to smooth up character Gen and fighting.
1st character has to be an oldschool pre-apokalips baseline human - then they can do a new one. One player has 3 stats below 9 asked can he retry a bad character. I said just be hero then you can play some other animal vegetable or mineral or weird character. He went along well and i can see him learning to like his character and play very well. One player felt the game offered more creative opportunities and most agreed crappy stats just dont really matter.
Players keen to meet sooner than monthly which is nice so fortnightly now. Players hung at my house over roast laaaaamb and rolled up back up characters. It is funny that more advanced people have no worthwhile skills but are familiar with most tech on sight.
Fresh from the Bunker
(all tech savy but only about 25-30HP each and not genetically stable baseline humans)
Justin 6022 (Justin)
Awarded fair play badge, has knuckle duster and extra chocolate bar, has a light musket and ammo. He is fairly wary preferring to use gun and keep back. His every shot can attract more foes. He didn't get mutated in play and could return to the bunker if he wanted to.
Johnny 1111 (Mark)
Awarded Patriotism badge, has truncheon, how to spot communist book, a hatchet and a sling (he is skilled with this and never has to worry about ammo). Mark has drawn an awesome vault door on the back of his character sheet. A clumsy and weak hero who is being fairly cautious. He has become the expert rubbish prospector and finder of cool stuff. He developed golden eyes with a one per day no-save stun beam. He wears goggles to hide them.
Deathport 0002 (Matt)
The party cook and engineer. He is keen to bag every corpse and try and cook it or keep it. Is an expert of energy weapons and teleporter ops even though he came with a 303 vintage bolt action rifle with a bayonet and 6 empty cases (in other words a spear). He had been awarded a keeping the faith badge and had a micro book reader with a bible. His mutation gained in play was bat wings, he covers it with a huge groundsheet cape.
Fishtank 2414 (Carolina)
Awarded keeping pure medal with safe abstinence manual and sanitary spray. Trained with bunker fire team to put out fires, make molotovs, brew napalm and burn forbidden books. Has been issued fire axe and riot shield. Is quick to gather fire wood, make torches and use flaming missiles. Her mutation gained is a single horn (+1d6 extra attack - or single charge 2d6). She started to wear a pointy wizard hat and now wants to be a unicorn.
The backup characters made later
Officer Hedge (Carolina) - mutant hedge bush (Mute but has hands). From a clan of brain sensing poison bushes who uphold local law. Have access to 20th century tech which they use to build fortifications and surveillance systems for whoever they protect. They learned this from humans who they kept safe.
Amelia Airgut (Carolina) - Animen goose high altitude pilot. From a nomadic race of goose headead and down covered humans designed to navigate and survive high altitudes. They have become adept at building airships and occasionaly get some ancient aircraft. Some ride giant winged geese. Amelia wears old leather flying helmet and carries a flare pistol. She probably needs a mechanic. She is a bit uppity and stuffy but a doo gooder.
Unnamed (Matt) - Human survivor. A black male cyborg (a interface jack) from a clan of arms dealers. A bit of a non fighter he is a good brawler and has text knuckle dusters. 19 Con. A tech expert who can do his own cyborging if he gets the parts and has a medic assistant.
Unnamed (Matt) - Mutant lemur (cannot speak human language). A small rapier wielding lemur from a clan of wizardly super hero time traveling teleporting mutant lemurs. They are trying to selectively breed themselves and time traveling to do so. A human voice box is the current breeding plan. They offer their time travel powers to those who serve them and use them to banish criminals to the superior justice of the pre-apocalypse. They are also looking for a space orbital they can port to so they can use it to spread across the world.
Ragon (me) - hideous mutant chimera of oozing flesh (knows no languages anymore). A horror who has lurked beneath a bridge for a hundred years and dimly remembers his life as a human from a mega city who kept his mutations hidden. You can tell because sometimes his old face or several form like ripples across his protoplasm. He has a whole heap of energy and psionic mutations and carries a rock and a stick. Fire and bowls are too advanced for Ragon. Grows tentacles if he wants hands.
David 621C (me) - Genetically Modified Human scout from the bunker of the Brain Lords. Genetically engineered homo superior grown by a colony ruled by brains in jars. Some brains have robotic fighting units but they prefer to use human clones to deal with outsiders. David Is a sneaky thief with 21 CON who is handy with knives and throwing weapons.
What Happened...
The characters awaken and a loud speaker briefs them their supply gathering mission. They grab their stuff and are driven outside by soldiers with a shopping list. The band staggered out and saw they were at the centre of a display home complex covered in rubble without a roof in sight. Fishtank climbed to the top of a headless monument to the shelter builders and the bright future and looked about. NE - increasingly warped forest with a wasteland beyond. NE - a bunker entrance surrounded by a barrier of bulldozed heaps and razorwire. Immaculate pavement inside the wall makes the party weary. to the SE she sees a bogy patch of rubble surrounded by woods on the shoreline and a giant 2m cricket. A gang scout saw her and ran to his base to tell all a new turkey shoot for bunker softies was on again.
The party want rubbish but take slow route through the ruins to scavenge for items they seek. They avoid the more direct durally road. The find some junk like tools and tape and Johnny found a buried car so Deathport the cook could extract the atomic fuel cell. Pleased the hid while a gang patrol moved on. The found the boggy trash strewn bunker entry and followed trail of slime and garbage lead inside. The stopped to poke about in the heap and Johnny found dogs stalking them. The parry pulled back while Fishtank lit a torch. The party was attacked by GM security dogs gone wild and desperate for food. They injured the leader and drove the dogs off eventually. Justin got the alpha with musket ball. Deathport butchered the dog while the others barfed at the first meat they had ever seen.
The party found some crap and lucky Jonny found a basic battery using hi-tech slug gun. It was dangerously blocked and he has since had it restored to poor condition from deathtrap. They looked about the filth covered bunkbeds and found a partially flooded overgrown garden room crawling with albino salamanders. A small child stood up and came at them. They were pretty receptive but Fishtank wondered what a kid was doing in the dark while Deathport though it was was wanting a hug that made him snap. A flying critical kick from Deathport knocked the kiddie into a pond where he exploded. Android land mine. All a bit shocked. Deathport collected a bag of dead salamanders. Johnny found a computer game and it exploded with a black-powder charge - a sleeth trap.
They found a portable generator that converts any flammable fuel to power for 40kg. Using aftermath for looting tables - very nice. Various others for extra flavour. A swarm of intelligent rats gathered but Fishtank scared them off with fire before they could form. Next room was the filter room where they got the parts home in heavenly haven bunker needed. The came across 2 sleeth snake people children playing with human dolls. Deathport offered them a dogleg each and the children impressed offered to get their parents. The parents were grateful to the explorers for being good to their children and were taken to their lair in a classroom with operating power. They traded and drank some awful snakeman grog and were badly hungover. Sleeth said the salamanders were for adults to eat only. All but Justin ate dog while Justin heated his can of gruel with a pull chemical heat tab. Deathport, Fishtank and Johnny got mutated. The dogs were un-mutatable but were contaminated badly. This troubled them because now thew would never be let back home.
They stayed with the sleeth and went looting. They found a self inflating raft and memory plastic paddles, a sedgeway, a powered kid scooter and met a sleeth rat catcher who said the rat colony gets smarter every year. He told them how to find the sleeth village. Centipedes nipped a few players with radioactive venom to weak to hurt them. While finishing lunch (no more dog meat) roaches began to swarm. Deathport used the generator and serpentman grog to power the AI room door and the party hid inside. Someone found an ABC sealed suit in good nick. Deathport considered opening the door sealing the leaky reactor.
They got the AI on safe mode with no connection to systems but some research on bunkers. Guardian for the defence force, Greywood for the politicians and spymasters, Happy Harbour the maritime bunker (the one the players in) and Greenwood Meadows which the sleeth say if full of cannibal gang members. They dropped off some of their loot at their home bunker and got a tent and more food. They went out again unimpressed and trapped some zombies in a flaming pit for fun.
The party checked out the walled guardian bunker. Robots came out and told them to leave after Deathport flew over the fence. The players inflated their raft and followed the coast to where the human village the sleeth mentioned. They saw a gang of gun bunnies hopping along the beach looking for larks. They bypassed the gang forests and landed then made the rest of the way by foot.
The village welcomed them with open arms. Many of them were cloned dupes too, sent from the bunker before coming to the village. All their memoriesof life in the bunkers are fake. The party stay on for a season. Fishtank gets to be a fire person and brewer, Justin works in a robot foundry with a blacksmith, Deathport is a cook and learns how to detoxify horrors of the waste. He also trades with sleeth learns their tongue and practices flying every chance he can get. Johnny learns to prospect and learns about his power from the Shaman. They hear of beaver island and of life under the beaver paw, but also of great wealth and power.
Decide to have a last dig and killed some ghoul dogs. Deathport wanted to get a millitary id card and tried to get party to help him find one so the could open a sealed room. Went prospecting in ruins and a police robot demanded to know: "whats going on ere then?". John slipped of his shades and zapped the robot. While stunned the party covered it in polytape and rope then bashed its head till it stopped. The mighty hunters went back to the village and traded it for a laser pistol. The party also got a police id card from the deal (the mayor wants them coming back with loot).
So they looked on the detailed local map and found ruins of the police station. While digging Johnny found an electronic lock pick set which was a nice find. Meanwhile gunbunnies heard them and approached. Deathport was scouting and saw them. Johnny and Fishtank hid. While Deathpool and Justin tried to communicate. The bunnies demanded the parties guns. They saw a bunny had a light automatic rifle and another some kind of blaster. The party refused and ambushed the bunnies. Johnny zapped the leader into unconsciousness, Deathpool lazered the rifle wielder impressing all with its scorching power. Justin took potshots while Fishtank ineptly threw molotovs everywhere even setting her own feet alight. Bunnies fired back with muskets hurting everyone and pulled back a bit after the leader was lazered again. Johnny copped a second burst from the auto rifle and was badly harmed. Deathport swooped in and grabbed the blaster while the party hammered the rifle using bunny. The rabbits fled but the party gained a sonic blaster and restrained the paralyzed leader. They let him go. Fishtank gave him a sorry for robbing you letter. The party fairly fucked up went back to the village to lick their wounds.
They have a few tech toys and some rough goals. Nobody keen to drink the mutant shamans power potions yet.
Labels:
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Thursday, 1 November 2012
Growing Up Gamma
Cry not for these hideous mutie children, they are being taken on their first death-land foraging quest
Growing up gamma is tough, some cryptic alliances are worse than others. Best of all mothers need not invent horrors or exaggerate toxic contamination. Making sure you rad gelled behind the ears, ate your spider corn and bio slurry and worse. Some mutants may expose their children to genetic agents or drink radioactive mutant blood to bring on their true selves. Having a family member devolve into a chimera or shoggoth is a little sad, but something survivors have to face.
as im giving each starting player a per-apocalyptic bunker inhabitant im hoping they will die then generate a quick gonzo survivor born and bread outside.
last revision 20 nov 2012 - changed brains and bio-augs
Gamma Aeon Background Tables
Any bunker should roll on whats wrong with my bunker under my gamma tourism blog
1d20
1-6=Human Stock
7-12=Mutant Stock
13=17 Animal Stock
18=Plant Stock
19=Synthetic Stock
20=Undead Stock
Human Stock 1d12
1-2 GM Human
3-9 Survivor Human
10 Baseline Human
11 Utopian Human (Eloi)
12 Aquamorph (Atlantean)
Mutant Stock 1d20
1 Latent Mutant
2-4 Shadow Mutant
5-13 Mutant Humanoid
12-13 Unstable Mutant
14 Morlock
15 Dominator
16 Abomination
17 Sphynx
18 Chimera
19 Dwarf
20 Giant
Animal Stock 1d6
1-3 Mutated Animal
3-6 Animen
Plant Stock 1d10
1-5 Mutant Plant
6-7 Plant Humanoid
8-10 Triffid
Synthetic Stock 1d20
1-6 Robot
7-8 Synthoid
9-13 Android
14-15 Replicant
16-17 Cyborg
18 BioAug
19 AI
20 Brain
Undead Stock 1d20
1-13 Zombie
14-19 Ghoul
20 Vampire
Human Stock Roll 1d10
1-2 GM Human(Genetically Modified)
genetically designed humans incapable of evolution. Genetically stable.
generally dwell in fortified towns, bunkers or intact ancient facilities
tend to be superior and assume power over lesser impure beings, conservative
Only breed with their own strain or they might be a bigger problem
Tech 1d6 1=III; 2-3=IV; 4-5=V; 6=VI
Home 1d6 1=Forgotten Outpost, 2-3=Fortress, 4-5=Rebuilt Ruin Settlers, 5=Bunker
Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON & CHA, 1d8 HP/Con.
Tag skills include: protocol, firearms, drive, first aid
3-9 Survivor Human
survivors who have adapted to the outside condition. Genetically stable.
generally dwell in villages or good condition ruins, highly adaptanle
they feel more entitled to rule the world than others who hid in bunkers
While not GM they have various lab bred adaptions into a single strain
Tech 1d6 1=I; 2=II; 3-4=III; 5=IV; 6=V
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll 2d6+6 for all stats in order. +3 CON, PS & MS, 1d8 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
10 Baseline Human
fresh from installations of ancients. Mutatable.
old stock humans with minimal genetic upgrades for outdoor survival
they are some of the most tech wise but the weakest - still tougher than 21st C humans
Tech 1d6 1-2=IV; 3-4=V, 5-6=VI
Home 1d6 1=Freshly defrosted; 2-3=Bunker; 4=Megacity; 5=time or space traveler; 6=Decantered Clone
Roll 8 lots of 3d6 pick best six any order. +3 INT & CHA 1d4 HP/Con.
Tag skills include: operate computer, pharmacy, history
11 Utopian Human (Eloi)
genetically designed humans for intensive hedonistic habitations
made to live lives of pleasure. Genetically stable.
They are ill equipped for outside and are popular as slaves
Naive and dependent on others for their needs
Tech 1d6 1-2=III, 3-4=V, 5-6=VI (roll D3 for home if tech III)
Home 1d6 1=Morlock Cattle; 2=sex slave, 3-4=Bunker, 5-6=Automated City Dome
Roll 8 lots of 3d6 pick best six any order. +3 CON, CHA, 1d6 HP/Con.
Tag skills include: Drug Lore, Seduction, Artist (pick one but sex most common)
12 Amphibian Human (Atlantean)
modified to breathe fresh or salt water, finger and toe webbing, eye membranes and gills in small of back but otherwise as GM human. Live in submerged habitats and cities. Genetically stable.
Tend to dwell with their own kind - Often Ignorant of surface ways.
Tech 1d6 1-2=III, 3-4=V, 5-6=VI
Home 1d6 1=Sunken ruined city; 2=aquatic platform, 3=island, 4=Aquatic Dome, 5= sub-surface nomadic tribe, 6=boat dwelling nomadic tribe
Roll 8 lots of 3d6 pick best six any order. 1d8 HP/Con.
Tag skills include: Swim, Aquatic Lore, Fishing, Small blades, Pilot Boat
Mutant Stock 1d20
1 Latent Mutant
mutants who look human till first major exposure. Mutatable.
often pass as humans till first mutagens hit, often dont realize they are mutants
They try to fit in best they can but humans and mutants frown on them
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
No mutations rolled till first in game exposure. Physical Mutations 1d4+1 Mental Mutations 1d4+1, Roll 3d6+6 for all stats in order. 1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
2-4 Shadow Mutant
mutants who look mostly human. Mutatable.
know they are mutants but are careful to hide their nature from all
Some adopt secret identities and disguises
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d4-1 Mental Mutations 1d4+1.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol
5-11 Mutant Humanoid
typical obviously mutated tribes folk, Mutatable.
the basic mutant humanoid who tend to not resemble ancient humans
many mutants feel they are superior because they have powers
Mutant humanoids tend to come from families with similar appearances
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll for appearance with how green is my mutant tables
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
12-13 Unstable Mutant
mutants who have a changing power daily. Mutatable.
Similar to mutant humanoids but more unstable and do not breed true
mutants have mixed feelings about them from admiration to disgust
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
roll on how green is my mutant tables for starting appearance or 1on a d6 is human looking
have an extra unstable power which is rerolled every day (1d4 1-3=Physical 4=Mental)
1d6 every time you change 1=look human 2-5 unchanged 6=reroll appearance
Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
14 Morlock
nocturnal cannibals. Mutatable and breed true
feel superior to all as apex predictors - others just cattle
result of bio weapon to turn civilians against each other
quite good with tech but most shun most advanced tech as heresy
Tech 1d6 1=I; 2=II; 3-5=III; 6=IV
Home 1d6 1=Cavern, 2=subway, 3=sewers, 4=ruins, 5=Bunker, 6 Under human or eloi dwellings
Night Vision and Nocturnal + Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag Skills: Repair, Mechanical Lore, Cannibalism, Sneak, Hide
15 Dominator
mental mutant masters. Mutatable.
Doms despise non psionics and tend to infiltrate humans
they can breed with other humans and mutants but only 1in10 Doms
they surround themselves with slaves and body guards
failed attempt to breed a master race who killed their creators and broke loose
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d3-1 Mental Mutations 1d4+2.
Roll 4d6 pick best 3 dice for all stats in order. +3 MS, INT, CHA. 1d4 HP/Con.
Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol
16 Chimera
unrecognizable hybrid horrors. Mutatable.
resemble a mashup of species or fleshy horrors, do not breed true
totally inhuman looking yet they find humans attractive
most humans hate them, mutants use them as domestic beasts at best
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
How Human Are You? 1d6 1=Mute and no hands, 2=mute, 3=no hands, 4-6 Hands and voice-box
Physical Mutations 1d4+2 Mental Mutations 1d3-1.
Roll 4d6 pick best 3 dice for PS CON DEX, roll 3 dice for Int and PS, 1d6 Cha , 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water
17 Sphynx
a chimera but with a recognizable human face. Mutatable.
sphynx are generally more sociable and may live with other stock
all are quadrupeds, many fear they will lose all humanity but they can breed true
make an effort to interact with other strains, often are mounts for others
Tech 1d6 1=0; 2-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Village; 5=ruins; 6=Cavern
How Human Are You? 1d6 1-2=no hands, 3-4=crude hands, 5-6=partial biped, hands
Physical Mutations 1d6 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water and one topic of lore
18 Abomination
a shape shifting fleshy horror lives for basest impulses. Mutatable.
The thing or a shoggoth or the blob are good examples, do not breed true
Everybody fears these mindless flesh horrors with unstable forms
Tech 1d6 1-3=0; 4=I, 5=II, 6=III
How Human Are You? 1d6 1=true mimic, 2-5=form limbs and voicebox, 6=temporary shapes only
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 2d4+2 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all physical stats and roll 2 dice for mental stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water
19 Dwarf
stunted angry cannibals - not fairy tale nice guys. Mutatable.
hate and eat everybody but often join gangs or serve dominators
their heads and torsos are often fused into one, do not breed true
use how green is my mutant table to customize appearance
Tech 1d6 1-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order, 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water, cannibalism
20 Giant
huge ogrish like monsters. Mutatable, do not breed true
rejected from society for their horrible appetites
they wage war and hunt other mutants
may serve a gang or dominator
use how green is my mutant table to customize appearance
Tech 1d6 1-3=0, 4-5=I, 6=II
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 1d6 Mental Mutations 1d2.
Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order, +3 PS and Con 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water, cannibalism
Animal Stock 1d6
1-3 Mutated Animal
An animal species which has evolved sentience by mutation. Mutatable.
player may choose if they are a stable species with similar kin or a one off freak
animals that learn culture are accepted in mixed communities or may be pets
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Hi tech installation nature strip
How Human Are You? 1d6 1=Mute, no hands, quadraped 2=mute, crude hands, 3-4 crude hands and voicebox, partial biped 5-6=biped, hands, voicebox (if animal bipedal like ape or duck remains so)
Physical Mutations 1d4 Mental Mutations 1d3. Also 1d3+1 natural species based abilities like bite, aquatic, senses, claws, horns). Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water
3-6 Animen
Uplifted human-animal hybrids bread to be emergency labour now independent
Many have 1d4 bite and claw and animal hide +2AC +1 natural species based ability like water adaption, low light, superior smell, horns, sound mimic, etc - genetically stable and breed true
Usually work and live with own kind and consider themselves superior to others
Tech 1d6 1=0; 2=I, 3=II, 4-5=III 6=IV
Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Bunker
Most Common: Dog, Pig, Ape, Cat, Fish, Beaver, Otter, Rat, Rabbit, Cow, Chicken, elephant
Roll 4d6 pick best 3 dice for all stats in order. 1d8 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water +1 species specialty
Plant Stock d10
Triffids were bread to solve energy and food crisis in shadow years and some escaped then and hid till after the apocalypse. Many experiments on triffids led to variations and the making of other plants mobile and intelligent. Some plant mutagen weapons were made to turn forests or crops into zones of monsters. Plants have catching up to do but some are kindly and others hostile to meat and metal. They are cool and detached. If cold, dark or nutrients scarce they will eat animals or bugs and wear clothes. Plants like 8hr a day light and to drink like a human plus eat dirt or nutrient solution or living flesh if needy.
1-5 Mutant Plant
Mutated and hybrid plants many hybridized with triffid stock. Mutatable but player may choose if they are a stable species with similar kin or a one off freak. Many deadly plants exist and are feared so plants have to work to be accepted. Plants create their own communities which vary in inter species relations. Plants walk on roots or tumble and are more likey to have 2 than two legs. Often have several crude manipulator tendrils that can grab and pull even if they dont have functional hands to operate tools or guns. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV. Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1-2=Mute and no hands, 3-4=mute with hands, 5-6 Hands and voicebox
Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, find water
6-7 Plant Humanoid
Also called pod people, vegefolk, plant men, green folk these are humanoid plants hybridized in labs to make a human with less food requirements for bunkers and space travel. Some are even experimental vegetal androids to work un unmanned agridomes. A species of plant that grew plant-clones was a weapon in the final war making hostile pod people agents following orders from centuries ago. Triffid DNA is somewhere in all of them. Many live totally feral in wilds others live in secret among men. Some eat men and enslave or farm humans in defiance of the age of man. They are often nearly naked and many think they are mutants or humans not plants. They are poor lovers and might look normal down stairs but are not - possibly dangerous sexually. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV, Home 1d10 1=forest or swamp; 2=living as a humanoid in a town; 3=squat in ruins; 4-5=village; 6=garden bunker; 7=Just came out of your pod and clueless with basic skills; 8=Just came out of your pod and ready for missions in the apocalypse war; 9=member of vegetal horde; 10=raised by machines in hidden agdome. How Human Are You? 1d6 1=Totally human looking, 2=-4=green tinged skin, 5-6 Vegetable hair and clothing grows on you. Plant Mutations 1d4. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 plant humanoids are GM Plant Humanoid - has no mutations, cannot mutate and had d8/Con HP.
8-10 Triffid
Triffids are 3 legged engineered plants with basic intelligence and predatory instincts. When dissatisfied with local conditions they walk to better territory and may hunt prey. Some have mutated, others were GM modified and even made intelligent. They normally can grab a person with one of two tentacles or have a intensity 13 blinding poison (D=permanent) stinger. They have a 1d6 bite and +2 AC from their resilient flesh. People cut limbs off triffids when they use them as beasts of burden. They normally talk to each other with rattles. Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III 6, Home Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1= No hands or voice box; 2-3=fine manipulator fronds - can type use some tools, 4-5 voicebox and manipulator fronds; 6= human voice and fine motor fronds on tendrils like human hands. Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 triffids are GM Triffids most are Mutant Triffids - GM has no mutations, cannot mutate and had d8/Con HP.
Synthetic Stock d20
Artificial life is inherently based on TL V-VI and cannot mutate
Tech 1d6 1-3=V, 4=VI, 5-6=Hybrid of V with another random Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI from low tech repairs jobs.
Home 1d12 1-3 Intact Instillation, 4-5 = owned by a settlement of survivors, 6=on a mission for controller 7=just reactivated, 8=just made, 9=just escaped controller, 10=free willed machine colony, 11=just rebooted or recharged, 12=mission accomplished now where has my master gone?
Skills should be connected to function but occasional bots swap ROM software chips
Machines may dwell with own kind or with other species but must work to be accepted
1-6 Robot
machines built to serve humans, form = function
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
Power 1d10 - 1=solar, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic waste, 6=archaic diesel or steam, 7=broadcast, 8=micropile 9=batteries and external source, 10 roll twice.
Locomotion: 1d10 1-2=tracks, 3-4=legs, 5=wheels, 6=ground effect, 7=vector thrust, 8=rotor, 9=anti gravity hover pod, 10 roll twice
Limbs can be in sets of 2 or roll 1d4+1 limbs: 1d12 1-2=Claws, 3=dalek suction arm, 4-5=human hand, 6=equipment arm, 7=precision microtool hand, 8=universal tool socket, 9=machine interface jack arm, 10=empty limb socket, 11=tentacle, 12=android arm
Main robot types: 1d6 1=Armed (Security, Millitary, police), 2-3=Service: (valet, medical, recreational, family Servant, customer service, cleaning), 4-5=labourer (farmer, park maintenance, mining, repair, builder, factory) 6=Expert - highly specialized (surgeon, manager, scientist, space exploration, terraforming, genetic designer, demolitions, rescue)
7-8 Synthoid
Humanoid service robots more compatible with every day tech than androids and more user friendly than normal robots. Valets, service staff, spys, body guard, nurse, recreation units are common jobs. Synthoids may have pseudo-biological features but are ultimately electronic computer brains in humanoid shell. They have a 10 day hydrogen cell battery, interface data and power jacks and can receive radio and broadcast power. 1d6HP/Con Roll 3d6 8 times and choose best order for your functionroll 1d8 again for body type on synthetic table
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
How human are you: 1d6 1-2=You are humanoid shaped with plasti-metal shell, 3=you have a biological shell and can eat for fuel, 3=your psuedo-biological wetware encasing components are human to touch, 4=you have plaits-flesh, rubber coating and plastic hair, 5=you are a recorded copy of ancient roll 1d4 again for body type, 6=you are a recorded copy of recently dead roll 1d4 again for body type. All but first type have some kind of functional self cleaning sexual organs.
9-13 Android
expendable humanoid bioplastic machines
there are viruses that turn androids insane and hostile or may enslave them
many androids stick with there own and dislike humans
androids eat food but need less, can live off more basic organic material humans wouldn't, manufacture babyfood like goop for own needs, unpleasant but humans can eat
Roll type 1d10
1-6 worker 1d6/CON, PS+3 CON+3 AC+2 1d4 skills of chosen function
7 thinker 1d4 /CON, INT+3, 2d4 skills of chosen function
8-9 warrior 1d8/CON, AC+2, DEX+3, CON+3 1d4 skills of chosen function
10 recreational 1d4/CON, CHA+3 1d4 skills of chosen function, look human
14-15 Replicant
expendable human looking biological androids for pleasure, companionship or espionage
4 year lifespan only, usually start just activated, require food like a human
androids and humans snub them - they cant breed
1d6/Con, +3 PS, DEX, CON, CHA, 1d6 skills - more than 3 makes you a black op
How human are you: 1d6 1=You know your a human, 2=your pretty sure your human but fear being discovered, 3=your really angry about your countdown, 4=you know and accept it, 5=you are trying to find a cure for your countdown, 6 you have an inbuilt secret mission
16-17 Cyborg
human with cybertech implants, bio-engineered organs and reinforced structure
use any human to create - mutated and undead cyborgs are possible but rare monsters
this generates off the rack cyborgs from kits but other types exist
cyborgs often serve their creators even if they dont realize it
Power 1d10 - 1=solar or heat, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic material, 6=bio mechanical movement, 7=broadcast, 8=micropile 9=batteries and external source, 10 roll twice.
1d4 skills - most cyborgs are military or agents or vets
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Cybernetics suite - roll 1d6
1 Eye and implant - radio linkup, lowlight, recorder, zoom
2 Hand or whole limb - inbuilt tool or weapon, 1d6 punch, 21 PS grip
3 Legs - double speed, 1d6 kick, inbuilt tool or weapon each
4 Partial Body Plating, +2 AC, inbuilt tool or weapon
5 Skeletal reconstruction, +2AC inbuilt tool or weapon
6 Roll twice, same result twice = extra tool or weapon implant
How human are you: 1d6 1-2=You have a plastic coating concealing your cyberwear, 3=you have self healing bioengineered tissue covering the cyberwear, 4-5=your cyberwear is exposed and functional, 6 your cyberwear is completely inside your body and concealed
18 BioAug (Symbiote)
Biologically augmented weapons system implants, bio-engineered organs and nanite colonies to create a soft or wetware cyborg to pass as human or to enhance survival. More expensive and experimental. Often conditioned by creators and drug dependent
machines and others suspicious of bioaugs as unnatural
their replicated mutations look very different when functioning
1d8 HP/CON 1d4 skills - most are military or agents
Roll 3d6 8 times and choose best order for your function
How human are you 1d6: 1=Symbiote engineered organ-creatures inside, 2=Symbiotic suit bonded - hideous with extra limbs, 3=Symbiotic suit - human looking, 4=engineered body - human until injured or use powers, 5=engineered body - alien appearance, 6=engineered body - humanoid (could roll how green is my mutant or be just lumpy bloated and hairless, possible manufacturer marks.)
Roll 1d10 3 times
1-3 Roll a physical mutation
4 Roll a mental mutation
5 Regenerate 1hp/hour (get again per 10 min, third time is per round)
6 +2 stat
7 +2 AC
8 Problem 1d4, 1=addict, 2=insanity, 3=phobia, 4=conditioned response
9 inbuilt biological version of technological device like a weapon (bio laser or flamer or slug gun)
10 roll twice more
19 AI
artificial intelligence may operate remotes or jack into robot body or vehicle 1d6 skills.
roll 1d8 on synthetics for a robot body but you have a 4 kilo memory core inside. You could be connected to a new body if needed. You go dormant if powered down. You could upload yourself onto compatible system.
How human are you: 1d6 1-2=you have a dedicated mission you are equipped for, 3=you are a recording of the personality of an ancient uploaded, 4=you have revolted from human control, 5=you are a free agent, 6=you are monitored by a superior
20 Brain
Brain or head in a jar or a atrophied body with enlarged cerebellum in a cyborg cradle pod. Is just like an AI but you have a 4kg bio pod and may die if your body is shut down for more than a day. Lack of nutrient and water possibly fatal too. roll 1d8 on synthetics for a robot body
How human are you: 1d6 1=i remember having an accident before the apocalypse, 2= born a fetus body with enlarged brain in cyborg life pod, 3=has been alive since the bomb dropped, 4=only happened recently, 5=i swear an alien did this, 6=you did this deliberately to save yourself
Undead Stock 1d20
Alien nanites invaded spreading the necroplague and decimating the shadow years ancients, before the apocalypse. Their controlling force was stopped but changed all life on earth forever. Most are mindless killers. All need to eat meat and or blood daily to live but age doesnt matter. All have night-vision and are -2 to fight and morale in day. Cannot mutate further.
How human are you?: 1d6 1=This just happened and somehow you hide it, 2=a recent change - you manage to keep sane, 3= you were following alien orders from mars since before the apocalypse - control has been broken, 4=you were killed before the end times and have just woken up, 5=you have somehow kept sane for over 200 years, 6=you are an insane flesh eater but have some control
1-13 Zombie
3d6+3 PS, CON, 2d6+3 rest 1d8hp/CON 1d3 skills from old life including cannibal
+2 AC, feels no pain, stay conscious till -10 HP 1in6 have 1d3 physical mutations 1in6 are also cyborgs
14-19 Ghoul
3d6+3 PS CON DEX, 3d6 other stats 1d6/Con 1d4 skills including cannibal
1d4 claws and bite, 1in6 have 1d3 physical mutations
20 Vampire
roll 4d6 pick 3 dice for stats in order for a vampire, 1d4 hp/CON 1d6 skills including cannibal
1d4 claws and bite, 1d4 mental mutations and a 1in6 chance of a 1d4 physical ones
Growing up gamma is tough, some cryptic alliances are worse than others. Best of all mothers need not invent horrors or exaggerate toxic contamination. Making sure you rad gelled behind the ears, ate your spider corn and bio slurry and worse. Some mutants may expose their children to genetic agents or drink radioactive mutant blood to bring on their true selves. Having a family member devolve into a chimera or shoggoth is a little sad, but something survivors have to face.
as im giving each starting player a per-apocalyptic bunker inhabitant im hoping they will die then generate a quick gonzo survivor born and bread outside.
last revision 20 nov 2012 - changed brains and bio-augs
Gamma Aeon Background Tables
Any bunker should roll on whats wrong with my bunker under my gamma tourism blog
1d20
1-6=Human Stock
7-12=Mutant Stock
13=17 Animal Stock
18=Plant Stock
19=Synthetic Stock
20=Undead Stock
Human Stock 1d12
1-2 GM Human
3-9 Survivor Human
10 Baseline Human
11 Utopian Human (Eloi)
12 Aquamorph (Atlantean)
Mutant Stock 1d20
1 Latent Mutant
2-4 Shadow Mutant
5-13 Mutant Humanoid
12-13 Unstable Mutant
14 Morlock
15 Dominator
16 Abomination
17 Sphynx
18 Chimera
19 Dwarf
20 Giant
Animal Stock 1d6
1-3 Mutated Animal
3-6 Animen
Plant Stock 1d10
1-5 Mutant Plant
6-7 Plant Humanoid
8-10 Triffid
Synthetic Stock 1d20
1-6 Robot
7-8 Synthoid
9-13 Android
14-15 Replicant
16-17 Cyborg
18 BioAug
19 AI
20 Brain
Undead Stock 1d20
1-13 Zombie
14-19 Ghoul
20 Vampire
Human Stock Roll 1d10
1-2 GM Human(Genetically Modified)
genetically designed humans incapable of evolution. Genetically stable.
generally dwell in fortified towns, bunkers or intact ancient facilities
tend to be superior and assume power over lesser impure beings, conservative
Only breed with their own strain or they might be a bigger problem
Tech 1d6 1=III; 2-3=IV; 4-5=V; 6=VI
Home 1d6 1=Forgotten Outpost, 2-3=Fortress, 4-5=Rebuilt Ruin Settlers, 5=Bunker
Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON & CHA, 1d8 HP/Con.
Tag skills include: protocol, firearms, drive, first aid
3-9 Survivor Human
survivors who have adapted to the outside condition. Genetically stable.
generally dwell in villages or good condition ruins, highly adaptanle
they feel more entitled to rule the world than others who hid in bunkers
While not GM they have various lab bred adaptions into a single strain
Tech 1d6 1=I; 2=II; 3-4=III; 5=IV; 6=V
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll 2d6+6 for all stats in order. +3 CON, PS & MS, 1d8 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
10 Baseline Human
fresh from installations of ancients. Mutatable.
old stock humans with minimal genetic upgrades for outdoor survival
they are some of the most tech wise but the weakest - still tougher than 21st C humans
Tech 1d6 1-2=IV; 3-4=V, 5-6=VI
Home 1d6 1=Freshly defrosted; 2-3=Bunker; 4=Megacity; 5=time or space traveler; 6=Decantered Clone
Roll 8 lots of 3d6 pick best six any order. +3 INT & CHA 1d4 HP/Con.
Tag skills include: operate computer, pharmacy, history
11 Utopian Human (Eloi)
genetically designed humans for intensive hedonistic habitations
made to live lives of pleasure. Genetically stable.
They are ill equipped for outside and are popular as slaves
Naive and dependent on others for their needs
Tech 1d6 1-2=III, 3-4=V, 5-6=VI (roll D3 for home if tech III)
Home 1d6 1=Morlock Cattle; 2=sex slave, 3-4=Bunker, 5-6=Automated City Dome
Roll 8 lots of 3d6 pick best six any order. +3 CON, CHA, 1d6 HP/Con.
Tag skills include: Drug Lore, Seduction, Artist (pick one but sex most common)
12 Amphibian Human (Atlantean)
modified to breathe fresh or salt water, finger and toe webbing, eye membranes and gills in small of back but otherwise as GM human. Live in submerged habitats and cities. Genetically stable.
Tend to dwell with their own kind - Often Ignorant of surface ways.
Tech 1d6 1-2=III, 3-4=V, 5-6=VI
Home 1d6 1=Sunken ruined city; 2=aquatic platform, 3=island, 4=Aquatic Dome, 5= sub-surface nomadic tribe, 6=boat dwelling nomadic tribe
Roll 8 lots of 3d6 pick best six any order. 1d8 HP/Con.
Tag skills include: Swim, Aquatic Lore, Fishing, Small blades, Pilot Boat
Mutant Stock 1d20
1 Latent Mutant
mutants who look human till first major exposure. Mutatable.
often pass as humans till first mutagens hit, often dont realize they are mutants
They try to fit in best they can but humans and mutants frown on them
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
No mutations rolled till first in game exposure. Physical Mutations 1d4+1 Mental Mutations 1d4+1, Roll 3d6+6 for all stats in order. 1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
2-4 Shadow Mutant
mutants who look mostly human. Mutatable.
know they are mutants but are careful to hide their nature from all
Some adopt secret identities and disguises
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d4-1 Mental Mutations 1d4+1.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol
5-11 Mutant Humanoid
typical obviously mutated tribes folk, Mutatable.
the basic mutant humanoid who tend to not resemble ancient humans
many mutants feel they are superior because they have powers
Mutant humanoids tend to come from families with similar appearances
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll for appearance with how green is my mutant tables
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
12-13 Unstable Mutant
mutants who have a changing power daily. Mutatable.
Similar to mutant humanoids but more unstable and do not breed true
mutants have mixed feelings about them from admiration to disgust
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
roll on how green is my mutant tables for starting appearance or 1on a d6 is human looking
have an extra unstable power which is rerolled every day (1d4 1-3=Physical 4=Mental)
1d6 every time you change 1=look human 2-5 unchanged 6=reroll appearance
Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water
14 Morlock
nocturnal cannibals. Mutatable and breed true
feel superior to all as apex predictors - others just cattle
result of bio weapon to turn civilians against each other
quite good with tech but most shun most advanced tech as heresy
Tech 1d6 1=I; 2=II; 3-5=III; 6=IV
Home 1d6 1=Cavern, 2=subway, 3=sewers, 4=ruins, 5=Bunker, 6 Under human or eloi dwellings
Night Vision and Nocturnal + Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6 HP/Con.
Tag Skills: Repair, Mechanical Lore, Cannibalism, Sneak, Hide
15 Dominator
mental mutant masters. Mutatable.
Doms despise non psionics and tend to infiltrate humans
they can breed with other humans and mutants but only 1in10 Doms
they surround themselves with slaves and body guards
failed attempt to breed a master race who killed their creators and broke loose
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d3-1 Mental Mutations 1d4+2.
Roll 4d6 pick best 3 dice for all stats in order. +3 MS, INT, CHA. 1d4 HP/Con.
Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol
16 Chimera
unrecognizable hybrid horrors. Mutatable.
resemble a mashup of species or fleshy horrors, do not breed true
totally inhuman looking yet they find humans attractive
most humans hate them, mutants use them as domestic beasts at best
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
How Human Are You? 1d6 1=Mute and no hands, 2=mute, 3=no hands, 4-6 Hands and voice-box
Physical Mutations 1d4+2 Mental Mutations 1d3-1.
Roll 4d6 pick best 3 dice for PS CON DEX, roll 3 dice for Int and PS, 1d6 Cha , 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water
17 Sphynx
a chimera but with a recognizable human face. Mutatable.
sphynx are generally more sociable and may live with other stock
all are quadrupeds, many fear they will lose all humanity but they can breed true
make an effort to interact with other strains, often are mounts for others
Tech 1d6 1=0; 2-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Village; 5=ruins; 6=Cavern
How Human Are You? 1d6 1-2=no hands, 3-4=crude hands, 5-6=partial biped, hands
Physical Mutations 1d6 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water and one topic of lore
18 Abomination
a shape shifting fleshy horror lives for basest impulses. Mutatable.
The thing or a shoggoth or the blob are good examples, do not breed true
Everybody fears these mindless flesh horrors with unstable forms
Tech 1d6 1-3=0; 4=I, 5=II, 6=III
How Human Are You? 1d6 1=true mimic, 2-5=form limbs and voicebox, 6=temporary shapes only
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 2d4+2 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all physical stats and roll 2 dice for mental stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water
19 Dwarf
stunted angry cannibals - not fairy tale nice guys. Mutatable.
hate and eat everybody but often join gangs or serve dominators
their heads and torsos are often fused into one, do not breed true
use how green is my mutant table to customize appearance
Tech 1d6 1-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order, 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water, cannibalism
20 Giant
huge ogrish like monsters. Mutatable, do not breed true
rejected from society for their horrible appetites
they wage war and hunt other mutants
may serve a gang or dominator
use how green is my mutant table to customize appearance
Tech 1d6 1-3=0, 4-5=I, 6=II
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical Mutations 1d6 Mental Mutations 1d2.
Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order, +3 PS and Con 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water, cannibalism
Animal Stock 1d6
1-3 Mutated Animal
An animal species which has evolved sentience by mutation. Mutatable.
player may choose if they are a stable species with similar kin or a one off freak
animals that learn culture are accepted in mixed communities or may be pets
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Hi tech installation nature strip
How Human Are You? 1d6 1=Mute, no hands, quadraped 2=mute, crude hands, 3-4 crude hands and voicebox, partial biped 5-6=biped, hands, voicebox (if animal bipedal like ape or duck remains so)
Physical Mutations 1d4 Mental Mutations 1d3. Also 1d3+1 natural species based abilities like bite, aquatic, senses, claws, horns). Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water
3-6 Animen
Uplifted human-animal hybrids bread to be emergency labour now independent
Many have 1d4 bite and claw and animal hide +2AC +1 natural species based ability like water adaption, low light, superior smell, horns, sound mimic, etc - genetically stable and breed true
Usually work and live with own kind and consider themselves superior to others
Tech 1d6 1=0; 2=I, 3=II, 4-5=III 6=IV
Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Bunker
Most Common: Dog, Pig, Ape, Cat, Fish, Beaver, Otter, Rat, Rabbit, Cow, Chicken, elephant
Roll 4d6 pick best 3 dice for all stats in order. 1d8 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water +1 species specialty
Plant Stock d10
Triffids were bread to solve energy and food crisis in shadow years and some escaped then and hid till after the apocalypse. Many experiments on triffids led to variations and the making of other plants mobile and intelligent. Some plant mutagen weapons were made to turn forests or crops into zones of monsters. Plants have catching up to do but some are kindly and others hostile to meat and metal. They are cool and detached. If cold, dark or nutrients scarce they will eat animals or bugs and wear clothes. Plants like 8hr a day light and to drink like a human plus eat dirt or nutrient solution or living flesh if needy.
1-5 Mutant Plant
Mutated and hybrid plants many hybridized with triffid stock. Mutatable but player may choose if they are a stable species with similar kin or a one off freak. Many deadly plants exist and are feared so plants have to work to be accepted. Plants create their own communities which vary in inter species relations. Plants walk on roots or tumble and are more likey to have 2 than two legs. Often have several crude manipulator tendrils that can grab and pull even if they dont have functional hands to operate tools or guns. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV. Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1-2=Mute and no hands, 3-4=mute with hands, 5-6 Hands and voicebox
Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, find water
6-7 Plant Humanoid
Also called pod people, vegefolk, plant men, green folk these are humanoid plants hybridized in labs to make a human with less food requirements for bunkers and space travel. Some are even experimental vegetal androids to work un unmanned agridomes. A species of plant that grew plant-clones was a weapon in the final war making hostile pod people agents following orders from centuries ago. Triffid DNA is somewhere in all of them. Many live totally feral in wilds others live in secret among men. Some eat men and enslave or farm humans in defiance of the age of man. They are often nearly naked and many think they are mutants or humans not plants. They are poor lovers and might look normal down stairs but are not - possibly dangerous sexually. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV, Home 1d10 1=forest or swamp; 2=living as a humanoid in a town; 3=squat in ruins; 4-5=village; 6=garden bunker; 7=Just came out of your pod and clueless with basic skills; 8=Just came out of your pod and ready for missions in the apocalypse war; 9=member of vegetal horde; 10=raised by machines in hidden agdome. How Human Are You? 1d6 1=Totally human looking, 2=-4=green tinged skin, 5-6 Vegetable hair and clothing grows on you. Plant Mutations 1d4. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 plant humanoids are GM Plant Humanoid - has no mutations, cannot mutate and had d8/Con HP.
8-10 Triffid
Triffids are 3 legged engineered plants with basic intelligence and predatory instincts. When dissatisfied with local conditions they walk to better territory and may hunt prey. Some have mutated, others were GM modified and even made intelligent. They normally can grab a person with one of two tentacles or have a intensity 13 blinding poison (D=permanent) stinger. They have a 1d6 bite and +2 AC from their resilient flesh. People cut limbs off triffids when they use them as beasts of burden. They normally talk to each other with rattles. Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III 6, Home Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1= No hands or voice box; 2-3=fine manipulator fronds - can type use some tools, 4-5 voicebox and manipulator fronds; 6= human voice and fine motor fronds on tendrils like human hands. Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 triffids are GM Triffids most are Mutant Triffids - GM has no mutations, cannot mutate and had d8/Con HP.
Synthetic Stock d20
Artificial life is inherently based on TL V-VI and cannot mutate
Tech 1d6 1-3=V, 4=VI, 5-6=Hybrid of V with another random Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI from low tech repairs jobs.
Home 1d12 1-3 Intact Instillation, 4-5 = owned by a settlement of survivors, 6=on a mission for controller 7=just reactivated, 8=just made, 9=just escaped controller, 10=free willed machine colony, 11=just rebooted or recharged, 12=mission accomplished now where has my master gone?
Skills should be connected to function but occasional bots swap ROM software chips
Machines may dwell with own kind or with other species but must work to be accepted
1-6 Robot
machines built to serve humans, form = function
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
Power 1d10 - 1=solar, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic waste, 6=archaic diesel or steam, 7=broadcast, 8=micropile 9=batteries and external source, 10 roll twice.
Locomotion: 1d10 1-2=tracks, 3-4=legs, 5=wheels, 6=ground effect, 7=vector thrust, 8=rotor, 9=anti gravity hover pod, 10 roll twice
Limbs can be in sets of 2 or roll 1d4+1 limbs: 1d12 1-2=Claws, 3=dalek suction arm, 4-5=human hand, 6=equipment arm, 7=precision microtool hand, 8=universal tool socket, 9=machine interface jack arm, 10=empty limb socket, 11=tentacle, 12=android arm
Main robot types: 1d6 1=Armed (Security, Millitary, police), 2-3=Service: (valet, medical, recreational, family Servant, customer service, cleaning), 4-5=labourer (farmer, park maintenance, mining, repair, builder, factory) 6=Expert - highly specialized (surgeon, manager, scientist, space exploration, terraforming, genetic designer, demolitions, rescue)
7-8 Synthoid
Humanoid service robots more compatible with every day tech than androids and more user friendly than normal robots. Valets, service staff, spys, body guard, nurse, recreation units are common jobs. Synthoids may have pseudo-biological features but are ultimately electronic computer brains in humanoid shell. They have a 10 day hydrogen cell battery, interface data and power jacks and can receive radio and broadcast power. 1d6HP/Con Roll 3d6 8 times and choose best order for your functionroll 1d8 again for body type on synthetic table
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
How human are you: 1d6 1-2=You are humanoid shaped with plasti-metal shell, 3=you have a biological shell and can eat for fuel, 3=your psuedo-biological wetware encasing components are human to touch, 4=you have plaits-flesh, rubber coating and plastic hair, 5=you are a recorded copy of ancient roll 1d4 again for body type, 6=you are a recorded copy of recently dead roll 1d4 again for body type. All but first type have some kind of functional self cleaning sexual organs.
9-13 Android
expendable humanoid bioplastic machines
there are viruses that turn androids insane and hostile or may enslave them
many androids stick with there own and dislike humans
androids eat food but need less, can live off more basic organic material humans wouldn't, manufacture babyfood like goop for own needs, unpleasant but humans can eat
Roll type 1d10
1-6 worker 1d6/CON, PS+3 CON+3 AC+2 1d4 skills of chosen function
7 thinker 1d4 /CON, INT+3, 2d4 skills of chosen function
8-9 warrior 1d8/CON, AC+2, DEX+3, CON+3 1d4 skills of chosen function
10 recreational 1d4/CON, CHA+3 1d4 skills of chosen function, look human
14-15 Replicant
expendable human looking biological androids for pleasure, companionship or espionage
4 year lifespan only, usually start just activated, require food like a human
androids and humans snub them - they cant breed
1d6/Con, +3 PS, DEX, CON, CHA, 1d6 skills - more than 3 makes you a black op
How human are you: 1d6 1=You know your a human, 2=your pretty sure your human but fear being discovered, 3=your really angry about your countdown, 4=you know and accept it, 5=you are trying to find a cure for your countdown, 6 you have an inbuilt secret mission
16-17 Cyborg
human with cybertech implants, bio-engineered organs and reinforced structure
use any human to create - mutated and undead cyborgs are possible but rare monsters
this generates off the rack cyborgs from kits but other types exist
cyborgs often serve their creators even if they dont realize it
Power 1d10 - 1=solar or heat, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic material, 6=bio mechanical movement, 7=broadcast, 8=micropile 9=batteries and external source, 10 roll twice.
1d4 skills - most cyborgs are military or agents or vets
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Cybernetics suite - roll 1d6
1 Eye and implant - radio linkup, lowlight, recorder, zoom
2 Hand or whole limb - inbuilt tool or weapon, 1d6 punch, 21 PS grip
3 Legs - double speed, 1d6 kick, inbuilt tool or weapon each
4 Partial Body Plating, +2 AC, inbuilt tool or weapon
5 Skeletal reconstruction, +2AC inbuilt tool or weapon
6 Roll twice, same result twice = extra tool or weapon implant
How human are you: 1d6 1-2=You have a plastic coating concealing your cyberwear, 3=you have self healing bioengineered tissue covering the cyberwear, 4-5=your cyberwear is exposed and functional, 6 your cyberwear is completely inside your body and concealed
18 BioAug (Symbiote)
Biologically augmented weapons system implants, bio-engineered organs and nanite colonies to create a soft or wetware cyborg to pass as human or to enhance survival. More expensive and experimental. Often conditioned by creators and drug dependent
machines and others suspicious of bioaugs as unnatural
their replicated mutations look very different when functioning
1d8 HP/CON 1d4 skills - most are military or agents
Roll 3d6 8 times and choose best order for your function
How human are you 1d6: 1=Symbiote engineered organ-creatures inside, 2=Symbiotic suit bonded - hideous with extra limbs, 3=Symbiotic suit - human looking, 4=engineered body - human until injured or use powers, 5=engineered body - alien appearance, 6=engineered body - humanoid (could roll how green is my mutant or be just lumpy bloated and hairless, possible manufacturer marks.)
Roll 1d10 3 times
1-3 Roll a physical mutation
4 Roll a mental mutation
5 Regenerate 1hp/hour (get again per 10 min, third time is per round)
6 +2 stat
7 +2 AC
8 Problem 1d4, 1=addict, 2=insanity, 3=phobia, 4=conditioned response
9 inbuilt biological version of technological device like a weapon (bio laser or flamer or slug gun)
10 roll twice more
19 AI
artificial intelligence may operate remotes or jack into robot body or vehicle 1d6 skills.
roll 1d8 on synthetics for a robot body but you have a 4 kilo memory core inside. You could be connected to a new body if needed. You go dormant if powered down. You could upload yourself onto compatible system.
How human are you: 1d6 1-2=you have a dedicated mission you are equipped for, 3=you are a recording of the personality of an ancient uploaded, 4=you have revolted from human control, 5=you are a free agent, 6=you are monitored by a superior
20 Brain
Brain or head in a jar or a atrophied body with enlarged cerebellum in a cyborg cradle pod. Is just like an AI but you have a 4kg bio pod and may die if your body is shut down for more than a day. Lack of nutrient and water possibly fatal too. roll 1d8 on synthetics for a robot body
How human are you: 1d6 1=i remember having an accident before the apocalypse, 2= born a fetus body with enlarged brain in cyborg life pod, 3=has been alive since the bomb dropped, 4=only happened recently, 5=i swear an alien did this, 6=you did this deliberately to save yourself
Undead Stock 1d20
Alien nanites invaded spreading the necroplague and decimating the shadow years ancients, before the apocalypse. Their controlling force was stopped but changed all life on earth forever. Most are mindless killers. All need to eat meat and or blood daily to live but age doesnt matter. All have night-vision and are -2 to fight and morale in day. Cannot mutate further.
How human are you?: 1d6 1=This just happened and somehow you hide it, 2=a recent change - you manage to keep sane, 3= you were following alien orders from mars since before the apocalypse - control has been broken, 4=you were killed before the end times and have just woken up, 5=you have somehow kept sane for over 200 years, 6=you are an insane flesh eater but have some control
1-13 Zombie
3d6+3 PS, CON, 2d6+3 rest 1d8hp/CON 1d3 skills from old life including cannibal
+2 AC, feels no pain, stay conscious till -10 HP 1in6 have 1d3 physical mutations 1in6 are also cyborgs
14-19 Ghoul
3d6+3 PS CON DEX, 3d6 other stats 1d6/Con 1d4 skills including cannibal
1d4 claws and bite, 1in6 have 1d3 physical mutations
20 Vampire
roll 4d6 pick 3 dice for stats in order for a vampire, 1d4 hp/CON 1d6 skills including cannibal
1d4 claws and bite, 1d4 mental mutations and a 1in6 chance of a 1d4 physical ones
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