Thursday, 15 November 2012

Elfmaids & Octopi - Attributes


This is section 3 from my DnD home clone rules this site name
d after. As I'm running several gammaworld games and DnD is in hiatus I'll go back to refining my EMO rules set. Some people are curious about such things. It will let me have some more content here for a bit too. I should be writing invoices.


3.Attributes

Roll 4d6 to generate 6 numbers – any below 9 raised to 9
you can subtract points from some stats and add to your class prime stat
9 lowest you can reduce to and 18 max you can raise a stat to this way
(my d6 dice could possibly be bad – only 1  newbie got a gross character this way)

Strength       

bonus damage all weapons
Warriors Prime
breaking or lifting things, a measure of physical muscle power and carrying capacity
Take Str if you want to pack a mean punch in hand to hand and carry more loot

Dexterity       
bonus to hit all weapons, initiative  and AC
Rogue or Halfling or Tako prime
reflex or evasion saves, a measure of accuracy, stealth, grace, reflexes and fine manipulation
Take Dex for greater offensive and defensive abilities

Constitution   
bonus to hp every lv and daily healing, survivable negative HP score
Dwarf Prime
poison or disease or fatigue saves, a measure of health, durability and powers of recovery
Take Con to be resilient to physical harm and bodily threats

Intelligence   
bonus proficiencies and languages from any list
Wizard or Elf prime
searching and detecting saves, a measure of learning ability, memory, perception, education
Take Int if you want additional starting abilities normally outside your Class and alertness

Wisdom       
bonus number of second chances
Priest or Monk or Monk prime
resist psychological or magical effect, measure of faith, persistence, bravery, sanity and will
Take Wis if you want to be mentally resilient and have more second chances (see below)

Charisma       
bonus loyal companions and number of personal retinue
Bard or Sorcerer prime
aid morale and diplomacy,  a measure of ability to charm, leadership and appeal                        
Take Cha if you want to be a leader or communicator or just get positive reactions

Bonus
3-5        -2
6-8        -1
9-12       +0
13-15     +1
16-17     +2
18-19      +3
20-22      +4
23-25      +5

Prime
Str    Warriors Prime
Dex    Rogue or Halfling or Tako Prime
Con    Dwarf Prime
Wis     Priests or Druids or Monk Prime
Int      Wizard or Elf Prime
Cha    Bard or Sorcerer Prime
Prime stats – you need a 12 in stat to choose this class
Gives you xp bonus in your class

Other Benefits
Attributes are used as basis for saving throws with a d20
Dex vs blasts, traps, breath weapons
Con vs poison, death, fatigue, disease

Wis vs spells, mental or psychological effects
Situational, class, NWP and WP mods can all apply

Attributes are used as basis for NWP rolls with a d20

Add +1/3lv to rolls to reflect improvement
Roll made by +1-2 required number  = made it but close call
Roll made by +5 required number  = quality success
Roll made by +10 required number = master success
Some proficiencies like sneak and hide or craft skills can be rolled together for ease or enhanced affects.
Some proficiencies can give a +1-4 bonus to another like Tumble or Acrobatics could give +4 Jump. These are decided on a case by case basis with the player or DM able to make suggestions. Be generous if lots of skills overlap.
A common NWP like spot or climb has a base of 1/2 the normal stat if anyone could do it
Often a skilled person does not have to roll in a non stressful situation
Extra time (+2-4), quality tools (+1-2), spells may all help

Strength and encumbrance
You can carry up to Str x 2 pounds and have no penalties
You can carry up to Str x5 pounds  light encumbrance 2/3 run speed
You can carry up to Str x 10 pounds  heavy encumbrance and still march ½ run speed
If you exceed this you move 1/3 normal speed, -1 all rolls, you will sink like a stone and be fatigued if act at peak ability more than one round per Con
You can lift Str x20 pounds with a Str roll per round
(10kg=22lb for young who only read metric) as your max pack load
NWPs may be used to effect this too

Dexterity and initiative

Initiatives are 1d10 per side + individual Dx bonus and weapon modifiers for length and speed may be used if   a close call between sides. Usually roll per fight but a skirmish in a scrub may dictate radical changes in battlefield superiority.  Fast  draw  weapons are always ready. -4 on d10 if weapons not ready or may miss action if surprised. If a side is surprised or  ambushed one side may get a free action before initiative rolls.

Constitution and negative HP

When your HPs are reduced to zero or negative you fall unconscious
At 0 you remain unconscious till you recover at least one HP
At negative numbers you continue to lose 1 more HP per round until…
At an amount equal to Con as a negative number you die – eg 12 Con means your death score is -12
Magic and healer NWP critical may possibly return someone from beyond if DM kindly

Intelligence and creative character creating
Bonus proficiencies and languages gained can be exotic and from any type you can make normal class characters more interesting.  A wizard could take long sword and light armour. A Warrior might want wall-running and sense-magic. A rogue could get Use Arcane Item and have a familiar pact. A priest might just take lots of combat skills for his mace and shield. Languages give you cultural knowledge also and having a language of some exotic type can be handy for meeting strangers or reading messages in ruin pictograms.

Wisdom Bonus and second chances
You can pull feats of persistence by sheer will or is it the grace of the gods after all?
Can have one plus WIS bonus number of second chances per session
you can spend these chances on:
1) heal 1d4 damage or can stop bleeding with this
2) re roll any dice again then pick best result
3) change one spell in your memory to another through great foresight
4) have one piece of common equipment you ‘almost’  forgot to bring

another option is to adopt my card system (appendix) and everyone gets a draw or redraw card per game and Wis bonus provide more. Wis useless for non Priests in most games.

Charisma Bonus and followers
You can keep a band of hireling personal retinue up to your Cha score. Everyone gets one and your bonus in loyal follower companions who will go with you to hell. They are guaranteed fanatic in devotion to you. Classes grant special followers too but they may not be replaced as charisma derived followers.

You can try to befriend any encounter you meet or re-discover a lost companion. Some people you meet will volunteer to be your companion or apprentice. Make a Cha roll on a suitable target and use gifts to get a bonus to recruit followers to try to persuade a potential available follower. Some persons may already have family or cultural commitments and be unavailable. Young bastards for example are easier to recruit than a prince or a married shop keeper. Many player groups play mostly spell casters and hire muscle or use followers. Followers Lv or HD usually two ranks lower than yours but natural unintelligent animals can have equal HD.

When followers die you can recruit new ones unless you have a rep as a companion killer. Some followers may adopt a character class and become 1st when you reach 3rd Lv. A player can start with one follower but might want to wait until they are higher lv to recruit all he can. If a follower dies or is dismissed the slot can be refilled. Some followers support you but dont come along - a wife who stays home, a steward who runs your castle, a lord who aids you dealing with law, kin with financial support.

Common types
Familiar – use the familiar table without a pact or magic benefits
Canine Pet – Hunting Dog, War-Hound or Wolf or Dire Wolf
Intelligent talking animals - equal to your lv-2
Mount – Pony 2HD, Riding Horse 3HD, War Horse 4HD, Mammoth 12HD, Ostrich 2HD, River Dolphin 2HD
Lover – your beloved accompanies you everywhere you could even be married
Servant – your servant carries, cleans, treats wounds, shaves, massages, makes tea, carries messages, repairs armour, sharpens blades, shaves you, etc
Flying Pet  – Falcon, parrot, minor bird, duck, goose, eagle, vulture,
Other Beast – badger, lynx, lion, bear
Monster – Humanoids  and monsters equal to your lv-2
Patron – Gain powerful connection to crown or church or even divine being
Warrior companion – Warrior guardians are the most common
Expert – like a sage, scribe, musician, portrait painter, healer, lamp bearer

1st lv Followers include:
-d4 HP pet or roll on familiar table but no magical link or evolution without proficiencies
-1d4 HP servant or trades person
-1HD dog, 1d6 bite, track (knock over on critical)
-1HD pack goat, 1d6 butt+1 if charge 8 Str 50% provide milk
-1HD pit pony (tunnel trained) 10 Str (knock over on critical)
-human skeleton or zombie pony or zombie goat or zombie dog
2nd  lv Followers include:
-1d6 HP man at arms
-Riding pony
-Wolf, Lynx, Eagle,
-Python (1d6 crush auto hit after first and 1d6 bite) or poison asp (1d4 bite 2d6 venom)
-Zombie or zombie horse
3rd Lv Followers include:
-1st lv Adventurer,
-Riding horse
4th Lv Follower’s include
-black bear, heavy war horse, lion, dire wolf, giant eagle or owl
5th Lv followers include
-holy steed, winged steed
-Wight

Morale for Followers
Roll for followers when any of this stuff
-average HP halved
-first member is KO
-half group is KO
-any spectacular kill or critical damage or horrendous death scene
-witness blasphemous horror or amazing magic or divine miracle at work
-witness vastly superior force or supernatural monster or reputed weapon

Party leader or personal employers charisma is base score
+1 every 4 levels (1-4lv = +1, 5-8lv + 2, etc)
-4 Green or civilians
+2 Veterans if last battle was victory
+4 Elite if last battle was victory
+3 For personal followers
x1/2 if no leader not in sight

A panicked follower will break formation, and will move only backwards, if pursued by disciplined troops or fail a second morale test they will full speed flee until danger is out of sight. They will get one more test to hang around or will scatter for days if they fail.
Panicked  personal followers will withdraw but will seek to help with missile or other support if possible.
A hero may pursue panicked persons and make a Cha roll to reassert control of a group

Bonus Spells
Priest or Druid Wis
Wizard or Elf use Int
Sorcerer or Bard uses Cha
Tako use Dex
13 +1 1st lv spell at first
14 +1 1st lv spell at second
15 +1 2ndlv spell at third
16 +1 2nd lv spell at fourth
17 +1 3rd lv spell at fifth
18 +1 3rd lv spell at sixth
19 +1 4th lv spell at 7th etc



Wednesday, 14 November 2012

Cults in space 3 - Exploratations

Alien the movie is just a HPL style haunted house in space. It has all the good elements of a space SF story - the 80s was when traditional supernaturalism waned in horror. Freddy and pinhead cant be stopped by a crucifix. The Thing is another Benchmark.

70s style dirty SF realism (Silent running, Space 1999 and 2001) tried to be intellectual till starwars cast its spell.

These are all fine game examples for many space horror games right now. 2300 and aliens games even TSR  Bughunters (not bad actually) all good.

Stalking aliens in ruins and wrecked spacecraft with not too advanced tech is the mode of choice. Eclipse Phaze seems to be one of the most truly modern.

I am pleased that the Science & Sorcery and post apocalypse genre all can intersect her too. Warhammer fantasy and space games have lots of HPL - Spacehulk and genestealers were great space dungeon fodder. Space dungeon crawl retro style DnD in space games are doing ok too. I like all this stuff.

My SF universe Ive been on off with since 83 (it predates my gaming) has me writing again too. But it features exploration of alien wrecks and ruins with extreme variations of tech for 28 000 years of humans in space amid the ruins from billions of years earlier. Has mythos elements too, some of my ideas re-used in my gamma world (using game as a lab for crazy).

I will do my DECO Cthulhu Space notes here too later - where everything revolves around the worlds greatest city Metropolis.

Anyhow for now here is some of my Cthulhu in space and my own Shadow Space World - use as you may even for dungeon crawls in space, super heroes whatever

Cults in space 3

Some space horror formula for onion skin plots:

Strange Heritage > Investigate > Clue > Explore > Encounter > Wrap up > final bad clue turns up

Strange Invitation > Journey > Arrival > Clues > Confrontation

Journey > Exploration > Artifact > Clues > Something Loose > Confrontation > Escape

Journey > Trapped/Stranded > Survive > Explore > Clue > Encounter > Escape

d100 space locations:
01-03 Urban - ultra dense cyberpunk city
04-05 Urban - tunnels beneath city
06 Urban - laboratory complex
07-10 Urban - gangland ghettos
11 Urban - industrial mega complex
12-13 Urban - colony base arcology
14-15 Urban - space mega hab
16-18 Isolated Outpost - marine hab
19-22 Isolated Outpost - orbital space hab
23-27 Isolated Outpost - deep space hab
27-30 Isolated Outpost - ice hab Isolated
31-34 Isolated Outpost - secured bunker
35-37 Isolated Outpost - scientific mission
38-42 Isolated Outpost - military base
43-45 Isolated Outpost - generation colony ship
46-49 Isolated Outpost - mining (asteroid, planetary, fuel)
50-53 Isolated Outpost - criminal (pirates, smugglers, adventurers)
54-58 Isolated Outpost - industrial (processing something)
59-62 Isolated Outpost - inter system hab (rogue gas giant moonbase for example)
63-67 Isolated Outpost - cultist or extremist sect (fanatics)
68-71 Isolated Outpost - secure cultural enclave (rare group)
72-77 Isolated Outpost - shipwreck (possibly with survivors or archeologists)
78-80 Alien - single artifact like a monolith
81-84 Alien - exotic alien planet
85-88 Alien - ruins of ancient stone wonders
89-91 Alien - ruins of advanced alien civilization
92-94 Alien - evidence of ancient life
95-97 Alien - ruins of alien space craft
98-00 Roll twice


Some Ideas

Gamma Gate
A highly irradiated glowing rock in space has a viable structure but super lethal radiation emission - team of  robots and scientists in extreme space suits are attempting to explore. Strange guardian beings lurk in the threshold guarding a gate.

Red Temple
A structure is found on a red mars like dust world. As exploreres set up air preassure and humidity climb in local area and biological traces develop as conditions improve. Eventually a gate opens and a being come through to see what his trap has attracted.

Green Planet
Garden world of plants, many are mobile and carnivorous, plants found herding animals (possibly degenerate colonists bred into cattle). Algae clouds fill skies. Shub-Niggerath cultists possible made this planet within human history. Human colonists in domes. Some earlier colonies gone feral and have plant symbiotes making a new species. (I had a star trek annual with a planet a bit like this + a bit of Brian Aldis).

Swamp world ruins
A bog covered planet has redneck miner outposts. Alien ruins of stone are common but humans dont have any interest in unprofitable crap. Primitive alien newts like in Karol Capek are found but they are on lots of planets so nobody cares. Ruins are not theirs but they may be befriended and show secret alien ruins. Local humans getting wind of treasure hunters go deliverance on the party. Anything could be in ruins. I have Newts as a surviving ancient race but nobody is impressed by them and mistreat them mostly. They are all clone hermaphrodites with no genetic variation. Possibly they worship Bokkrug and he may protect them from humans one day.

Alien Machine City
Nano machines and robots built city for colonists that never came. Appears ruined on arrival but machines begin to awaken and rebuild city. AI wants to capture party believing they are mentally unfit colonists.

Idol of Ygolnac
Alien primitives give crew members statues made of valuable materials (they practice self mutilation as highest art). Some crew begin to have dreams. Next thing engineering section has a full blown Ygolnac cult.

Vault of life
Under lifeless moon geoscientist discovers the vault of life the primal source of all life. Actually it is a vault of Abhoth. A lake of biomass creates increasingly advanced life forms to attack the mine. The scientist wont admit he is wrong and tries to protect the horror lake.

Vulthooms Dreaming
Martian hab members being guided by vulthoom who in the dreamlands is taking them to ancient mars. They believe they can restore mars to life by bringing dreamlands through. Some of his Alhais awaken and help influence humans. Vulthoom really just wants mental energy to awaken his race and kill humans. His ruins from the dreamlands appear and disappear.

Spiders Web
A ship crew member is bitten by a child of Atlach-Nache the spider goddess. How the coconut sized creature got in who knows. The victim goes mad but bides there time before bursting open and revealing their new form. The spider seeks food and reproduction. She seeks a human mate.

A colony gone mad
Lost colony of hastur culltists have a giant array of 7 monoliths in a v shape. They offer food (baby flesh), a play (king in yellow), then tell players they are baby eating cultists who should join them. Byakee riding cultists on spacemead attack ship possibly summon shamblers who can carry them inside.

Caverns o Terror
A cultist carried cthonians eggs here hundreds of years ago. Now they are ready to arrise and enslave humanity as cattle.

Maggot filled Wreck
A wrecked space craft is crawling with maggots. Either brood of Eihort or after eating somebody assemble into a worm colony being with horrible secrets and habits. It will kill everyone it can or enslave as zombies or use as slave processors for its alien maths.

Frozen Ocean
A iced over sea where Xothians and deepones have been sleeping. Scientists detected life and are drilling into the aliens biological hab structure.

Crazy old Man in the Stars
He warns colony to leave, he is a wizard hiding here for centuries and call monsters to kill the colonists.

From beyond the Threshold
Alien or human Tillenghast resonator increasingly powers up letting humans see horrors from beyond. Gets worse till artifact stopped.

Eihorts Brood
Human disappears in lifeless location and broodlings are found. Scientists look for life are trapped by gate, impregnated and released one by one.

Asteroid Mine
Prospector has awakened a horror. A tunnel dwelling predictor, summoning sorcerer or a ship eating spawn of Azathoth. Why can one be all 3?

Cthugas Sons
Venus like colony under attack by fire vampires and cultists. Attempt to drive colony mad with murder, leaked cult books and monsters. Find and stop cultists.

Yesterdays Children
Colonists find degenerate tribals from past unknown colony. Do gooder colonists want to help them and send expedition to find their village. Ship wreck, alien ruins and worse - the cultists utterly evil.

Killer in the wind
Colony awoken a flying polyp. Explorers find vault, now outpost being murdered one at a time by alien horror. Aircraft crash fatally trapping outpost.

Saturn Dreamlands
An outpost near Saturn is getting dreams of Tsathoguas Kin and the wizard Eibon in the dreamlands. Finally a party are drawn through to meet cats from Saturn, Tsathoguas kin and various friendly but hideous races. Possibly they may be able to return through to dreamlands of earth or mars. Of course imigration wont be impressed.

Space Ghosts
An alien or ancient astronaut has left a psionic remnant feeding of increased mentality of an outpost exploring a wreck. Its power grow and it sabotages there escape. Science a d medical skills may be the answer or guns.

Dragons Domain
Lliogor inhabit a ruin or alien ship graveyard. Explorers are lured into the lair and drained or released to lure more explorers. If Liogor threatened it moves the graveyard a few dozen parsecs away.

Brains Trust
A disguised Mi-Go needs helpers to recover some brain cyilinders. Some other race is interfering so the Mi-Go uses human dupes to assist him. He migh abandone them or re use them again for other recovery missions.

Grey Matters
MiGo appearing as greys meet humans and try to trade. They need a few brains to repair their network. Will offer terrible cursed tech in return for some humans.

Mind Parisites
Attacking astronauts as they enter orbit. Colonists cant explain and need help.

Chaugnar Faughn
A colony has discovered a lost human feral colony devolved into crazed tribal midgets the NiriGiri. In their mountain temple is a statue which is one of Chaugnar's brothers. They have been here since Roman times.

Shining One
A colony of a benevolent sect hoping to colonize planet. Their leader is a clone of  Shoggoth Mr Shiny.

Colony Zero
Dreamlands horrors are killing colonists and leaving no trace. Nightgaunts are leaking in and carry to dreamlands.

Space Vampire
Ship found crew all dead. Space vampire is now on explorers ship.

Endless Darkness
A golony transport spotted between systems, very old long lost ship. Nyagthoa has turned ship crew into nocturnal cannibal cultists. Some frozen humans could be saved. (See film Pandorum).

Horror from the Stars
Azathoths flutist outer gods keep attacking colony. A cultist has a flute of Azathoth to call them.

Ressurection Lab
A high tech lab working on life extending tech goes lockdown. Someone has been trying to use mythos and failed.

Outpost gone to Rats
Outpost in ruins. Rats and rad hominids are all that's left.

Outpost going to rats
A familiar rat thing and weird dreams menace a colony. Witch cult familiars are out to drive colony mad.

Alien Mummies
Dessicated reptile mummies taken from ruins begin to absorb life. Increase in power as they drain power then rise to menace humans directly.

Insects aren't the best sex
A station operated as a brothel and fuel station has gone funny. An insect from shaggai is driving mad and killing in as many fun ways as he can.

Europa Trashed
Investigating strange traces of biomatter and sounds in deep surface lab on Europa when shoggoth attacks and seals from the surface.

Protoshoggoth Me
A mad scientist has succeeded in turning himself into a protoshoggoth. He is working o converting more and replacing all humans.

Serpent Men
A team has a serpent man infiltrator using humans for own ends. Will aggravate and disturb any mythos entities from curiosity.

Something alive in our stardrive!
Drive attracts multiplanar horror. Hound of Tindolas unhappy at FTL, or perhaps something hatches into world through the drive or it acts as a Tillenghast resonator revealing otherworldly things.

Scion of Tsathogua
Someone has taken idol from alien ruins and a horror wants it back.

SOS
Cultists use SOS to attract and contaminate more humans.

Ice World
A ice age world where last feral humans battle undead. Friendly if helped but Iquatha will eventually discover meddlers and crash their ship.

Snake World
Colony reporting venomous earth reptiles menacing colony. Yig cult at work trying to covert colony to taunt Mi-Go.

Forbidden Beacon
Cultists are broadcasting spells and blasphemous lore at several outposts find and destroy whoever responsible.

Sons of Yog Sothoth
A backwards yokel on colony has mated his daughter to Yog Sothoth. The locals scientists seize the human lookign one to find his invisible brother wants to free his bro.

Zarian Contact
An outpost is contacted by Zarians. All thew want is to awaken a sleeping god and humans are in the way.

Divine Reaction
An insect from Shaggai wants to call Azathoth and he reacons a reactor is the perfect place.

To Trap a Monster
Scientist Traps a star vampire and need help in study and relocating. Creature can summon friends when he needs to get out but for now he gets regular meals.

Old Trails
Coordinates from odd source sent party to temple of Azathoth on alien world.

Eihorts Return
Children on a colony have become a cult and are spreading Eihort brood around colony. He gives them more attention than colonist parents.

Sons of Azathoth
A moon sized spawn rains meteors and monsters down on a colony. Cultists are calling him.

Have You Seen the Yellow Sign?
A stranded colonist needs help - he has one book. He begins trying to introduce the play to the crew then leaves cursed signs that drive crew mad and summon monsters to readers.

Song of the Spheres
Experimental musician colony menaced by madmen and sonic beings like Tru'Nembra

Vampires Planet
Psionic vampires have infiltrated colony and are attempting to enslave colony as a larder. Perhaps they've already won.

Tunnels of eternal Night
A tunnel complex is discovered - deep inside is a Tsathogua temple and his spawn

Green Flame
A gas mining rig explodes, letting Tulza the Green flame leap from gas giant to moon. There he finds his ancient temple and revives ancient alien mummies to menace local outpost.

Lucky Star
A colony is much bigger than it should be, industrialized and building weapons to conquer nearby colonies. Ruled by cult.

Mothers Milk
Colony or gen ship been tainted by monster milk - mutant horrors on the loose

Vibur
Blue crystal feces of old one found, inspires cannibal cult.

Swarm
Local creatures menace colony under control of city sized subterranean being

The Night Fisher
Ship arrives in dust cloud - no light no stars no navigation. EM scan has shifting chaos which occasionally forms a face. Crew are one by one turned to killers. A nuke could bother the Night Fisher and give a glimpse of EM scan from outside to make a emergency jump. The night fisher is a half light year across dust cloud of blackness.

Sunday, 11 November 2012

Mongolmania


Making up some some stuff for  contest on: http://swkhakhan.blogspot.com.au/

So im having fun researching social trivia, ancient religion and making some silhouettes and clip art to use - these are just rough drafts yet - need editing, but slapping up a few graphics to get to this stage was pretty nice. more on my flickr set: 

one of the better resources here
http://elibrary.sd71.bc.ca/subject_resources/socials/mogolempire.htm

need some editing and refining for a bit - will add some more events on above table

any feedback welcome

ill get my cults in space part 3 up in a bit - im just enjoying being distracted after a 4 day fever

Saturday, 10 November 2012

Cultists in Space 2






Cthulutech, Cthulhupunk (gurps), Cthonian stars games all had reasonable stabs at space meets the Mythos too. Eclipse Phaze I would argue is the most modern SF and cleverest horror game of all time and worth plundering for ideas. 2300 was best hard science RPG which suits Cthulhu Space gaming. Gurps Space and Ultra Tech and Transhuman space too. Laundry series by Charles Stross use of phone apps to fight monsters and mathemagical science is awesome too. Space 1999 remains my favorite near future SF show and several episodes are almost Mythos. Obviously an explosion couldn't move the moon and anything survive, but the old ones may benefit from gating the moon away. There - biggest hole in show fixed. Cthulhu done it. Early 80s White dwarf uses 1999 eagles in what to me is the first Space mythos scenario for CoC (before it was a miniature catalogue).

Id try and publish all this a bit more completely if I thought anyone was interested.

Later ill post 50+ scenario ideas in Cultists in Space 3
After that ill dig out some of my shadow star campaign and possibly some fiction.

Any better solution for my gravity issues appreciated.

Core text examples
Brian Lumley has in his Borea novels a whole system with planets Iquatha has stocked. One planet a 10th c viking world, another where a glacier of polar bear riding humans barbarians battle cultists. Another has undead cultists toiling at magic for  Iquatha. The god also alters the people he sweeps up into space to survive alien worlds. He will snatch ships, planes and unwilling brides to interstellar space at a whim.

Cthulhu and others have left kin across the stars and have aided cultist like Eibon to flee the Earth. The Saturn Eibon went to is nothing like the one we know. Perhaps it is the dream lands of Saturn instead.

Hodkinsons The Night Land mentions humans went to space and came back finding it inhabited by horrors. Lovecraft mentions Humanity goes to war with the gods then kill themselves when they realize how insignificant they are.

This is a bit more detailed an adventure i ran - its a little flawed but bare bones is there. Drones would have dragged out action more.

The strange high house in the stars
asteroid hab map here:
http://elfmaidsandoctopi.blogspot.com.au/2012/09/strange-high-house-in-stars.html

asteroid station hab "the Lonesome Nugget" somewhere near Saturn 2247
former mining fuel waystation refitted for being part of a deep space observation array
crew of 7 capacity for 16 - built about 40 years ago - refitted 3 years ago
erratic array use then com blackout - rescue team incoming
the asteroid is tethered to another asteroid and set in a spin to create .4G
they use rotating bunks to give them sleep in .7 G and are medicated and genetically altered to be long term astronauts. Party has never been on the Earth.

The tethered asteroid contains fuel stores, array satellites and old mining junk - it doesn't need to be used much - a cable car connect the two

lost contact - emergency crew sent in with high g liquid atmosphere and crew conditioned for high g rescues. The rescue ship is cramped and the crew are keen to stretch and move.

Rescue mission
Marina Travers - Captain of ship - pilot (ex marine)
Gordon Blake - Lieutenant - copilot (rescue specialist)
Thierry Thoreau - Engineer
Leslie Mabutan - Computer mission specialist
Dr James Worthington - Psychoanalyst
Dr Marion Summers - Surgeon
Algernon - AI
Mr fuzzy - genetic mascot and cleaner of dead skin, phlegm and hair on ship

Hab crew
Robert Taylor - Captain
Andre Durant - Engineer1
Cassy Franklin - Engineer2
Antonia Fumettti - Medic
Don Hopgood - Radio Specialist
Mark Smith - Physicist
Odi - AI - scientific dedicated to antenna program
Kobold - Simple mining AI not in use for 14 years
Mr Jinx - genetic mascot and cleaner of dead skin, phlegm and hair on ship

First Look
Hab is functional - life support intact - AI not responding
players can activate AI or reboot the old mining AI which has been off for 30 years

Hab is a mess as if fight broken out - some blood

medical berth has horribly mutilated body with fingers and nose snipped off - vintage wool sheers used and found near by 16th c style

white boards covered in equations - some scrawled on rooms one stateroom covered in them
1600s style burned wooden sabot shoe found in room

mr jinx - on crew manifest as biobot experimental environment and companion pet - locked in pen - identical to mr fuzzy but....mr jinx will eat mr fluffy when out of sight - he is company property and his cleaning duties might reveal sata on possible contamination. Everyone should know he is very expensive and his harm will mean forms and a fne.

piles of strange maths computations on terminals - old manuscripts of maths with occult cypher

captains space suit missing

Cassy's room - possitive pregnancy test and some blood found.

a mummified chicken heart pierced with nails found inside reactor room near vent

bread found in disposal with some fingers - of a type not available - contaminated with ergot
Medical records show several wounds or lesions found on crew - no explanation given

investigator psychologist only one with any historical/historical knowledge

Computer recovery
Players ship computers and portable cyberdeck indicate catastrophic ai failure with virulent Virus infected - there is a risk of the players ship being contaminated - but this should be expected

AI or back up AI rebootable - old AI mad and may be hostile - original AI thinks its on a mining stations still - floor plan dated

Most screens are static - while trying to repair and nodding off tech thinks he hears voices and sees face in with static " get out!" 0/1 SAN - cant find again on playback

Video footage was in process of being deleted - plentiful pre event footage of crew normal duties, relaxing, some medical panic, crew fighting

Mr Jinx seen frequently acting cute, fetching, panting, humping a leg, etc

Andre playing increasingly violent games with knives

Smith is quitest, most distant, ore heavily edited, footage of him madly scrawling for days

Drones in the drone bay might get up to mischief and have different logs to mainframe if it helps keeper or red herring needed

What happened?
Mark Smith found documents from old arkham salvaged from an old house he found in library. The journal is from a 20th C maths students research into the witch-maths from Keziah who dwelled in  the house in the 1600s. His san damaged maths research allowed the spirit if Keziah Mason to mentaly explore the ship, probe the AI and turn mr Jinx into a mythos familiar. Things went down hill from there.

The captain was doing eva work when cam died and he disappeared (bumped by drone into space).

Then the AI began to be uncooperative Don was found in medical bay dead and mutilated with shears. Keziah possessed Andre and killed don. Andre was blamed for everything by surviving crew hunted him in struggle and imprisoned him. Sheers and blood found in Andres room - cam footage left as red herring of crew turning on him. Andre witnessed Mark coming in and out of gate and talking to himself and tried to kill him - a shambler came and took Andre away.

Mark pushed Antonia into a gate to 1600s where she was burned as a witch. (A player went through a gate and met same fate).

Cassy discovered she was pregnant to Mr Jinx and overcome with suicidal thoughts - as she began cutting herself. Kezziah took her and traded her to old ones at the dawn of time.

Mark has mostly been studying with Keziah and she has been experimenting with corrupting the ships "thinking engine".

Initial Investigations
Players set up and break down time to investigate ship - computer, ship systems, medical-forensic test, searching staterooms, reading documents, recovering video footage, cleaning - searching.

To reactivate AI or use back up?
Study esoteric maths?
Communications with HQ?

Records from earth may take 2 hours to days if historical archive originals requested - this may attract black agents to seize all coms with the Hab. They may not have characters action at heart. May slow the back-up team and claim technical difficulties. Possibly send a warship.

After 10 hours investigating players go over investigation and rest - eat etc - the hab is far more comfortable than their own ship

Next events
Monitor goes static and talks to investigator alone - Keziah's spirit in the system

Find another 16thc domestic object - even an apple - tiny - with mould spots and a worm, wooden spoon, spindle, chared wood from Antonias burning.

Haunted fx - evil AI will cause minor harm - older AI will make odd actions as system is overun

Mr Jinx
will be friendly and entertaining till investigators bored then goes to business "cleaning"
will fetch, hump leg, beg for food, sit on lap purring, rummage through clothes and laundy, squeak
he can actually gate at will - he is capable of hypnosis and may hypnotize then feed on blood
investigators failing a pow vs jinxs will see only adorable - company approved genetagged corporate biopet. Mr jinxs may lure someone into Mark Smiths room to be gated away. Players may try to kill or imprison him - he should easily escape to attack later, bigger and more horrible. If players relax about him he might make sexual advances. Kaziah can sense vaguely what jinx does but may be only vague.

Big Stuff
Andre found in fetal position shaking covered in unknown bioloical slime. Covered in claw marks and sucker woulds, blood loss, shock, catatonia. Acts better when drugged. Psychoanalysis sees totally abnormal brain activity - possibly getting a static hate message on brain scan equipment - Andre tries to get them to trust him - he doesn't know what he has done. Will turn psychotically homicidal with any object possible laughing and screaming like a banshee if freed by anybody.

Anyone checking out the other Asteroid might find Kezziah blows the tether, the cable and the mono-filament might destroy the rescue ship. Players might need jump rolls to get to main hab.

Mr Jinx will be not bothering to seem to be a biobot anymore and monsters out to siz 6. Will try to hypntise and drink or attack hand of any weapon wielder. Will escape if harmed and regenerate and try again. At 0 health he will fade to another dimension to heal. Magic damage takes longer and blood to heal. If investigators kill him twice he will remain with kezziah from then on. Possibly someone finds a video of Cassy and Mr Jinx in a compromising position - while watching something of course should attack them. 0/-1 SAN (unauthorized use of corporate property!).

By this time even fairly careful crew have infected their own ship through com systems. Algenon now hostile ready to cut coms and use ship to kill crew - totally overwritten by Kezziah as another body for her. Killing her will let Algernon reboot (?). Kezziah-ship tries to drive crew to the nugget. She could even turn on rescuers or fly elsewhere and leave the hab to Jinx, Mark and the investigators. She wants a bigger Ai and a new cult - and possible future missions for investigators. The party could nuke the asteroid but that would make trouble.

Mark Smith
Eventually mark returns surprised to find anybody on the ship - he has spent months between the 16th century the old ones and  now back to the ship to use the computer. If he sees players he will retreat into a gate or summon a shambler. It is possible to prevent him from binding the shambler and be killed by it. He has a magic knife which assists in summoning shamblers. He also has an alien tech biological translator he traded with the old ones that looks like a slime covered trilobite.
He alone is not too difficult to kill - he is only a fledgeling sorcerer.

Kezziah
She can escape any time but what she really wants is more footholds in time and space so escaping to the investigators home base is more important than the Hab or mark. She is superhuman and will risk fighting till she is wounded. She often uses domestic household objects as weapons. She has spells, summonings but is not really concerned with the Hab or characters - escape to civilization is her number one interest. If she destroys this one she knows another will come.

Mr Jinx can fend for himself and recover any non magical damage easily (he is a great little one).

Wrapping up
If only a one shot adventure - investigators could defeat her in combat. Perhaps given a clue she seeks their ship they could use a demolition charge. Removing all the gate equations from ship and database will help. Killing Mark and driving off jinx all help. Marines will arrive in tw days after coms loss. Letting her escape will save them but earn less san. After getting to HQ switching AIs she will crash the ship into a hab killing thousands. Future games may feature investigators chasing her as she revives dead sorcerers, awakens old ones, makes gates, starts cults and more. Eventually she will regret letting them live.Of course the best SAN outcome is to drive her off and destroy the gates.

When i ran this one player was gated and burned as a witch, all had injuries. Took 4 hours - i was impressed they didn't immediately suspect jinx seriously. Oh and the marine ex captain (I ran as NPC) had a secret mission to do whatever to protect government interests got shot by his second in command who was really sure his superior was mad (but he was just following orders by trying to kill party). He also could have abandoned party and stole their ship. Mark was killed by an engineers laser cutter. Mr Jinx and Kezziah were trapped in the past. Survivors were taken on their first visit to earth. One was arrested for stealing marks data and kept in a secret asylum, another was recruited into black ops org by force. Other survivors were just sworn to secrecy and monitored forever, one a drug addict. Yay victory.

Characters have no reason to believe hostile government black ops might have any inkling of the mythos. Any biopets they meet from then on will fill them with dread (or arousal?).




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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/

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

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.