From look and Learn magazine http://www.lookandlearn.com/
I use a few Oriental Adventures 1st ed spells and filled in a few others. Lots of magical NWP and lore skills to help out too.
Wizard
Mysterious scholars of forbidden magical arts
HD: 1d4+1
Prime Stat: Int
WP: 1 lv(+1/4th Lv)
NWP: 6 (+1/Lv)
No-WP mod: -4
Languages: 2d4 (+1/2nd lv) S=spoken and W=written
Spells: Wizard
NWP: Wizard and Common Caster
Shield: None
Armour: None
Weapon: Club, Staff, Dart, Dagger, any Crossbow, Sling, Hatchet, Club, Sickle, Scythe, any Gun
Fight as: Wizard
Save as: Wizard
Scholar magicians who learn spells from books and enchanted objects and spend all their time at study of obscure languages and lore. They are the worst of all fighters. Wizards learn esoteric lore to help them plunder knowledge and trades crafts to make magic items. They study dead languages and seek lost spell books and magic items. Learn spells from studying teachers and books. May search for old books, ancient carvings in dead languages and even cave pictograms. Professional schools act like sects and brotherhoods, aiding members with labs, aid, skills and spells.
-Must nominate which spells memorized for day during 8 hr study period from book
-Spells materials require 1gp/lv squared in gold 1st = 1x1=1gp, 2nd = 2x2=4, etc
-Get 4 x 0 and 1st lv spells from student book +1d3 per new lv, can learn from other wizards books and scrolls. Beginners book AC6 20HP. 1 page = 1 spell lv or 4 0 lv cantrips = 30gp materials to make
-learning new found spells takes int check or you never comprehend the spell +4 if school spell
- At 6th lv the wizard can have one 1st lv apprentice or 1d4 students with 1 x 0 lv spell each
10th he may establish a tower and attract 1d4 more followers plus one more per lv after
Specialist Wizard Schools
Common schools of magic provide access to training for wizards and offer research materials, spell components, labs, brotherhood aid and other benefits. They also offer unique spells to attract and keep members. Your school supplies you with school themed spells to learn.
Name:
Description
Example weapon proficiencies
Example Non weapon proficiencies
Example first spell book
Example Languages
Necromancer
Specialists in dealing with powers of death
Sickle or Scythe
Necromantic Lore, Mortician, Anatomy, Undead Lore, First Aid, Summoning Mastery
Corpse Link, Feign death, Ghost Light, Unseen Servant
Empire Common SW, Common SW, Ancient W, Deathlord W
Illusionist
Specialists in illusion and disguise
Dagger or Staff
Illusionist Lore, Sleight of Hands, Illumination, Carousing, Etiquette, Hypnotism
Mask, Ghost Light, Ventriloquism, Sleep
Empire Common SW, Common SW, Ancient SW
Summoner
Specialists in conjuring servants to serve them
Whip or Staff
Summoning Lore, Summoning Mastery, Monster Lore, Animal Lore, Animal Handling, Animal Husbandry
Floating Disc, Friends, Mount, Summon Monster 1
Empire Common SW, Common SW, Ancient SW
Arcane Smith
Specialists in making magic items
Staff or Dagger
Use Focus, Artisan, Repair, Treasure Lore, Trap Lore, Jeweler and one preferred craft
Bless Weapon, Identify, Hold Portal, Magic Missile
Empire Common SW, Common SW, Ancient SW
Enchanter
Specialist in charming others wills
Club or Staff
Charm Lore, Iron Will, Carousing, Story Teller, Etiquette, Play Instrument or dance or sing or poetry
Charm person, Friends, Taunt, Sleep
Empire Common SW, Common SW, Ancient SW
Fire Elementalist
Specialists in fire magic and elementals
Dagger or Dart
Fire Lore, Extra Damage 1, Alchemy Lore, Cooking, Incediaries, Black powder
Burning Hands, Fiery Eyes, Light, Elemental Burst
Empire Common SW, Common SW, Ancient W, Fire Elemental W
Air Elementalist
Specialists in Air magic and elementals
Dart or Dagger
Air Lore, Extra Range, Song Lore, Story Teller, Carousing, Play Instrument or dance or sing or poetry
Fog Cloud, Cloud Ladder, Shocking Grasp, Elemental Burst
Empire Common SW, Common SW, Ancient W, Air Elemental
Earth Elementalist
Specialists in Earth magic and elementals
Staff or Sling
Earth Lore, Herbalist, Brewing, First Aid Lore, Extra Duration 1, Mining or Kingdom Lore or Mineral Lore
Shield, Floating Disc, Elemental Burst, Spider climb
Empire Common SW, Common SW, Ancient W, Earth Elemental W
Water Elementalist
Specialists in Water magic and elementals
Water Lore, Swim, Boating, Fishing, Extra Area 1, Navigation Lore
Dagger or Sling
Elemental Burst, Swim, Charm Person, Fog Cloud
Empire Common SW, Common SW, Ancient W, Water Elemental W
Alchemist
Specialists in potions and chemical weapons
Staff or Dagger
Alchemical Lore, Poison Lore, Herbalist, Scribe, Glass Blowing, Jeweler
Bless Weapon, Wizard Mark, Chromatic Orb, Fog Cloud
Empire Common SW, Common SW, Ancient W, Alchemical Code W
Sage
Specialists in academic study of lore
Staff or Dagger
Divination Lore, Observation, Astrology Lore, Meditation, Ancient Lore, Research
Know History, Sleep, Comprehend Languages, Magic Missile
Empire Common SW, Common SW, Ancient W, Astrological Code W
Witch
Order of folk magicians retaining elder lore in backward places
Dagger or staff
Elder Lore, Plane Lore, Astrology Lore, Familiar, Herbalist, First Aid
Charm Person, Mask, Know History, Sleep
Empire Common S, Common SW, Ancient W, Astrological Code, Elder W
Warlock
Militant warrior wizards who dominate the battlefield
Dagger or Staff
Elder Lore, Kingdom Lore, Trap Lore, Focus, Incendiaries, Blackpowder
Burning Hands, Sleep, Magic Missile, Mage Armour
Empire Common S, Common SW, Ancient W, Astrological Code, Elder W
Sewer Wizard
Mad drain dwellers who teach wizardry to the poor and scribe spells on rat skins
Club or Staff
Animal Lore, Animal Trainer, City Lore, Trap Lore, Familiar, Tatoo
Hold Portal, Sleep, Fog Cloud, Reduce
Empire Common S, Common SW, Ancient W, Rat S, Elder W
WIZARD XP
+1 per 1gp spent on books, teachers, libraries, laboratories, building a sanctum, exotic magical materials, magical implements, artifacts, incense pleasing to outsiders, donations to libraries and universities.
+100/lv casting spells to win victory
+100 xp for reading books, studying libraries and deciphering documents
Double XP for dueling another spell caster
Tuesday, 27 November 2012
EMO DnD Classes pt 2: Priest
From look and Learn magazine http://www.lookandlearn.com/
Note my Alignment system is a bit different - ill do a piece on it later. My gods may have sects of different alignment who fight. Mortals may be Lawful Good but be really bad at it. An honorable LE might be better than a CN madman or mistaken lawful good. Supernatural outsiders judge these things far more seriously than most mortals. Priests are supposed to nudge people the right direction. Gods in my world dont usually intervene on individuals unless they are very pretty or high level or at least kings. They punish people clumsily and en mass. Monsters, demons, heroes and priests deal with individual enemies of gods.
Priests
Zealous Templars of the gods
HD: 1d8
Prime Stat: Wis
WP: 3 (+1/3rd Lv)
NWP: 4 (+1/2nd Lv)
No-WP mod: -3
Languages: 1d6+1 (+1/2nd lv) S=spoken and W=written
Spells: Priest
NWP: Priest, Common Spell Caster
Shield: Any
Armour: Any
Weapon: Maul, Mace, Flail, Staff, any Crossbow, Dagger, Sling, Rock, Club, Hammer, any Gun
Fight as: Priest
Save as: Priest
Holy fighters for their gods and faith. Use holy prayers and gods miracles for spells. Competent soldiers and organized military fighters. They often study fields of interest to their god as well as esoteric lore, rituals and divination. Cult languages’ and dead languages help study holy texts. Missionaries and war priests learn language on their travels to help conversion and may use secret codes too. Priests often practice trades and even banking to support campaigns or maintain monasteries. Fit priests seek to be on the frontier of their faith or battling its enemies with constant warfare. Some stay home to guard sacred ground or seek hidden enemies from within like evil heretics. Priests may evoke various gods and spirits and saints and prophets or may specialize in one sect. Standard priests have power over the undead and unholy. Their order carry blunt weapons and against blades, spears and bows but more modern crossbows and guns are not mentioned in ancient holy books.
Priests are the authority on alignment matters and acknowledge the whole pantheon of good and evil gods and various abstract philosophical ideals, spirits, ancestors, saints and other forces. The typical player cleric or templar follows the sects with alignments of good and or law. Evil priests are mirror opposites causing harm with opposite spells, commanding undead and darkness. Druids are a specialist priest with a separate class who deal with the middle way and serving the balance or are just neutral. Priests follow and teach morality of alignment philosophy which may determine where souls goes when you die.
-Holy Power: Turn Undead effect 1d6 HD/lv, one use per lv per day, If undead has more HD than priest lv then they may save to resist. If HD rolled doubles the actual HD present and they have less HD than the priest they are destroyed. Specialist priests have a different holy power. Evil priests instead coerce undead to move where they direct and instead of destroying them gain voice control through the underworld powers.
-Spell casting from cult approved priest spells, must prey for 8 hrs to recover, learn prayers from cult prayer texts or other learning aids like strings of beads, scrolls or temple carvings
-Many priest spells reversible* but you must learn separately if available to you, tend to be more for evil like harming, maiming, disease, curses etc and invent an evil name for them.
-At 5th a 1st lv priest is sent to serve you and one more every lv after
-Build a shrine at 6th gain +1d6 followers, a temple at 10th gain +2d6 followers, a great temple at 15th gain +3d6 followers and a wondrous monument at 20th gain +4d6 followers
Specialist Priest Sects
-A starting priest is either a standard pantheon following one as above or a specialist following one being with its own weapon restrictions, extra spells, holy power, etc
-A common Priests can join a particular specialist sect at any point he goes up a lv, worshiping one god instead or the generic pantheon and changing his holy power, weapons and abilities to accord with the new sect. A sect must accept your change of order but a gift of 1000gp/lv or some mighty service helps. Changing from a specialist sect to another makes the old god angry and will earn you trouble into the next life. So wait till 10th.
-At 10th Lv you may get benefits of joining an additional specialty sect and another at 20th pick a third cult. Many gods have families or are married so this is fine to worship a triad of great gods, a married couple, siblings or even a balance of the single god with the forces of the whole pantheon like a standard priest. You must obey restrictions of all your priest types who grant you power.
specialist priest examples for Babylonian gods here:
ill have to amend the powers more to be inline with one here for HD and effect
http://elfmaidsandoctopi.blogspot.com.au/2012/10/babylonian-gods-for-elfmaids-and-octopi.html
PRIEST XP
+1 per 1gp spent on church tithes, missions, pilgrimages, charity, adding to church lands, conversions, scriptures, cult enhancing symbols, monuments, relics, artworks, holy crusades, destroying cult enemies, copying holy books
+100 using Holy power to win over cult enemies
+100/lv casting spells to win over cult enemies
+100 XP for visiting Places holy to the faith or recovering relics or lands.
Double XP for destroying undead or principle foes of the cult if dedicated to a god
Monday, 26 November 2012
EMO DnD Classes pt 1: Warrior
From look and Learn magazine http://www.lookandlearn.com/
EMO (Elfmaids & Octopi) DnD classes
So im going to start going through my versions of character classes. Ill do my warrior first then the other big 3. Ill do my language and proficiencies after the big four. The point of my WP and NWP system is that exotic, culturally specific and other classes are irreverent. As are feats which many appear as NWP. Im thinking of a basic list for beginners so as to not distract them with too many choices (but wizards dont complain if you offer them too many spells). Core classes have a specific NWP list but Int derived skills can be from any weapon or NWP. In play classes can learn non class NWP after first but need a teacher.
In my game players mostly are spell casters. Using proficiencies is what make characters stand out and gives every lv gained a thrill. Have made some very impressive horsemen, archers and barbarians in play. But an old fashioned damage sponge with shield specialties up front is nice too.
Warrior
Penultimate champion of martial struggle
HD: 1d10
Prime Stat: Str
WP: 4 (+1/Lv)
NWP: 3 (+1/3rd Lv)
No-WP mod: -2
Languages: 1d4+1 (+1/3rdlv) S=spoken and W=written
Spells: None
NWP: Warrior
Shield: Any
Armour: Any
Weapon: Any
Fight as: Warrior
Save as: Warrior
Versatile professional soldiers who depends on combat skills to dominate the battle field. Specialist in fighting and martial arts proficiencies. Warriors are trained in many styles from many teachers and experiences. They have a natural mastery and dedication to the arts of war. The adaptable warrior can change his style during his career cross training to become a holy fighter, a wizard killer or sneaky bandit. Warriors are experienced campaigners and are more often skilled in outdoor travel and survival. They become leaders of armies and embroiled in the great struggles of power between lords.
-Can inflict critical hits as per weapon , can buy extra weapon proficiency slots to raise this chance (other must pay for this skill)
-Can take weapon specializations higher than other classes (up to 3 slots in specialization instead of +1 max)
-If battling 1HD or less creatures get one Att per Lv
-Xtra +1 attack at 5th lv then +2 at 10th etc
-lv 3 use next larger damage dice vs larger than human creatures on one dice
- lv 5 attract either a 1st 1v follower, a loyal warhorse or other pet like a war dog or wolf
-Warriors attract followers as above or +1d6 men at arms per every lv after 5th - can save these for specialty followers - chariot team = 2d6 or longboat = 3d6
-lv8 Warriors can use next dice up with any weapon vs any target eg d8 sword becomes d10, only effects one dice so 2d4 becomes 1d4+1d6
-May create a stronghold at 10th (or establish a horde or ship or dungeon or other base of operations)
-After 10th can select exotic creatures or mounts instead of 1d6 followers - ogre, winged horse, take d6 as HD instead numbers - could be a young specimen and be allocated more HD when you next lv up - eg griffon or giant
Specialist Warrior Schools
Name:
Description
Example weapon proficiencies
Example exotic weapon proficiencies
Example Non weapon proficiencies
Example Languages
Example weapon proficiencies may be considered a group for a weapon group proficiencies (2 slots - 4 basic weapons) – leaves most starting warriors with 2 more slots for exotic martial skills like brawl or weapon expert. Other weapons and NWP can be chosen - these are just typical.
Empire Knight:
Noble cavalry from the heartland of the empire
Long sword, Lance, Dagger, Short bow
Long Sword Expert +1, Ride by Attack
Ride Horse, Etiquette, Heraldry
Empire S, Common S, Trade S, Ancient W, Battle Signals
Forest Hunter
Scouts, explorers and protectors of game
Long Sword, Dagger, Long bow, Hand Axe
2 weapon attack, Shoot into Melee
Track, Scout, Hunting
Wild Man S, Common S, Ranger Signs W, Old S, Goblin S
Old Ways Barbarian
Tribal beserkers from the Wilderness beyond the Empire
Battle Axe, Short Spear, Sabre, Dagger
Toughness, Berserk Frenzy
Survival, Fire Making, Improvise Weapons
Old S Common S, Wild Man S, Elfish S, Horde Tongue S,
Fearsome Viking
Fearsome warriors and traders from the frozen north sea
Battle Axe, Short Spear, Long Sword, Hand Axe
Sea Legs, Berserk Frenzy
Sailing or Boating, Swim, Trade
Northern S, Common S, Ancient Runes W, Dwarf S, Elf S
Empire Guardsman
Alert city watchmen of the Empires cities
Short Spear, Long sword, Crossbow, Dagger
All round Defense, Reflexes
Spot, Guard, Alertness
Empire SW, Common SW, Old S
Fearless Amazon
Savage all women tribe who defy the Emperor
Short Spear, Short bow, Dagger, Javelin
Fast Draw Spear, Short Spear Expert +1
Ride Horse, Boyer-Fletcher
Sea tongues S, Common S, Ancient W, Horde tongue S, Easterner S
Seafaring Mariner
Seafaring marines and pirates
Crossbow, Dagger, Sabre, Short Spear
(the ancient version would have trident, net, short sword, dagger)
Sea legs, 2 weapon attack
Swim, Boating, Rope Use
Sea Tongue S, Common SW, Easterner S, Northern S
Horde Horse Archer
Plainsmen archers of the great plains who menace the Empire
Composite Short Bow, Sabre, Lance, Spear
Ride by Attack, Shoot to move
Ride Horse, Ride Quickmount, Animal handling
Horde tongue S, Common S, Easterner S, Orc S, Old S
Stout Yeoman
A landed class of farmer independent of lords on land granted by king
Staff, 2h Sword, Longbow, Dagger or short bow and short sword if weaker
Longbow Expert+1, Shoot Extra Range
Bowyer-Fletcher, Farm Lore, Animal Handling
Empire SW, Common SW, Old S
Doomed Gladiator
A sport fighter for slaughter in the Empires arenas
Trident, Net, Short Sword, Dagger
2weapon attack, Brawling
Improvised weapons, Carousing, Drive Chariot
Empire S, Common S, Old S, Wildman S, Orc S
Cocky Musketeer
A gun and powder wielder from most modern battlefronts
Any Musket, Any Pistol, Dagger, Sabre
2weapon attack, fast draw ammo
Run Away, Black powder, Gunnery
Empire SW, Common SW, Old S
Career Duelist
A career duelist for money
Sabre, Rapier, Dagger, Dirk
Fast Draw, Choice blade Sword Expert +1
Etiquette, Grooming, Ride
FIGHTER XP
+1 per 1gp spent on territory, battle manuals, weapons, armour, fortifications, soldiers, status symbols, mounts, gifts,hospitality, feasts, combat schools, gladiator spectacles, war
+10/HD defeated in battle
+100 for declaring victory or defeating any famous name foe or commanding a conquering force
Double XP for single combat, including jousts, gladiatorial matches or duels or even other contests
Sunday, 25 November 2012
Leveling Up - basics for all classes
This is the second part of my section 3 EMO rules - basics of what every class get per level. Its a mashup of Bx DnD, 2nd and 3.5 ed adnd.
Leveling Up - basics for all classes
Level XP Healing Rate - Title and reputation
-1 Lv - 1/week Typical peasant -1 Lv 1d4 hp -
0 Lv -500 1/week Typical Man-at-arms at arms 0 Lv 1d6 hp
1st 0 1/day Beginning adventurer
Locals smile at you slightly amused
2 2000 1/day Green adventurer
Villagers look impressed
3 4000 1d3/day Promising adventurer
Townsfolk heard of the new punk
4 8000 1d4/day Bloodied adventurer
Dangerous to mess with
5 1600 1d6/day Veteran adventurer
A respected and successful hero
6 3200 1d6/day Master adventurer
A fearsome reputation in the city
7 6400 1d6/day Elite adventurer
A regionally renown champion to be reckoned with
8 12500 1d8/day Might Adventurer
A mighty leader and famous hero of the nation
9 25000 1d8/day Lord adventurer
Your presence commands respect from the mighty
10 50000 1d10/day Legendary adventurer
Your songs will be sung forever!
-5% if prime 15
-10% if prime is 18
-5% if study under a private tutors at least 4lv higher, can pick any proficiency or language they have
-10% if study at the university, can pick any proficiency or language available
At 5th Lv gain+1 attribute point then again at 10th Lv then again at at 15th and 20th
Healing doesn’t improve much after 10th, d12 at 12th and 1d20 at 20th.
no more HD after 10th lv but get 1 + con bonus per lv
NWP success bonus Add +1 Lv 4-6, +2 7-10 then every 3 Lv get +1
At 20th level you are a mighty hero-saint of the age - may join the gods
Self Training
No cost, learn class standard proficiencies only, 24 hrs contemplation after being well rested and fed per Lv. Wizards need some means to gain new spells – books or another wizard still or perhaps scraps of many burned spell books. It is assumed the character is always studying and training for their next new skill.
Cross Training
Learn non class skill or exotic language off another hero or hired tutor part time.
Tutor Trained
A paid teacher of 4 lv higher than you can also reduce xps required to advance by -5% but you need to pay and take time. One week per lv x500gp/week cost. Separate tutors for separate skills and languages may be need to be found but all ends up same cost – a fantastic role playing opportunity seeking teachers to find weird Proficiencies. A DM might choose to make a teacher rare and or unreasonable.
Book Study
Certain books can act as tutors for 1d3 proficiencies. You need to have right read skill or a servant to read for you for twice the time requirement. They are valued items starting from 1000x number of proficiencies with more expensive versions in rare languages, or some are great art works or contain rare or forbidden lore. Some are illegal.
Skullport U
Not recognized in the empire, Skullport U was funded by pirates who wanted to educate their children and advance science of navigation and magic to aid their piracy. Learn from professional teachers and get any class proficiencies including armour and shields and weapons normally forbidden to you and -10% off XP cost to go up also. Takes Lv x 1000gp per week, one week per lv. Wizard towers of every order, every temple and shrine, martial artist schools, circus troupes, student brawls, carousing, artisans, assassins, libraries all play their role in a good education at skullport. Go roll on carousing table on graduation unless you make a Wis check or are a priest of Law.
XP Goals
+50-100 Good Idea
+100-500 Party saving idea
+100-200 Role-play Well – alignment extremism, heroic sacrifice,
+100-200 Encourage other players
+xp value Single combat with enemy
+10% Victory Bonus
+1 per 1gp spent on training and other specific class expenses
+1 per mile traveled on foot or horse (+1 per 7 miles at sea)
each class has its own list too
i have a hit save table for all but ill put in as a graphic later
ill start on my classes later but basically:
primary classes
Warrior
Priest
Rogue
Wizard
secondary classes
Sorcerer
Druid
Monk
Bard
non-humans
Elf
Dwarf
Halfling
Tako - octopus folk
still thinking about these
tertiary classes
Paladin - holy champion of the gods
Ranger - ancient hunters and wood lords
Shaman - has hybrid spell list cast at will, spirit travel (psion or yogi if civilized)
Berserker - bestial shape shifting barbarian champion
secondry non humans
Spirit Folk - shapes shifters connected to primal powers (beast, nature, elemental, divine)
Beast Folk - various sentient animal human hybrids (boar, dog, reptile and goat common)
Giant - young giant growing up among little folk until detected
Mutant - hideous freaks with strange powers - random powers and looks
Tertiary non human (goblinoids)
Kobold - sneaky trap building swarming hordes
Goblin - sneaky, thieving, skulking, magic loving
Hobgoblin - effective warrior men at arms
Bugbear - heavy elite stealth infantry
Saturday, 24 November 2012
Concequences and Agency in RPG?
Crime and punishment in RPG?
Mutant Epoch deals with topics the 80s TSR family friendly product aimed at me would never have dealt with. What happens when the bad guys get you. In mutant epoch many characters are ex slaves and many of those made as sex slaves. Many creatures can reproduce with other species like cockroach people. And many monsters fancy attractive people.
Warhammer games have an edge, as does 2000AD comics. In Call of Cthulhu being captured by a cult is pretty bad. There are 1/2 orcs in DnD and 1/2 elves and an elaborate prostitute table in the ad&d DMG that's about it. Its the most different thing about mutant epoch.
My mom ran multiple state prisons assures me either gender can suffer same victimization in captivity. While in mutant epoch men get eaten and women get to be slaves. I dont want to get too gritty here but if it came up id make all characters have or fear the same horrible fate.
I am thinking of updating this freely and possible have some variants for culture-tech-alignment.
This is more for savage tribal types or evil - most pre-modern justice is cruel
Unhappy Fate if Captured table
01-3 Beaten unconscious and dumped in wilderness 1HP left
4-5 Beaten unconscious and dumped in city 1HP left
6 Beaten unconscious and dumped in danger 10%HP left
7-8 Bound out in wilderness - tied and staked, tied to tree, trapped in pit, buried to neck
9-10 Bound in public - crucified, stocks, caged, gibbet, tied and staked, whipping post
11-12 Publicly shamed and humiliated, flogged and dumped 1HP
13-15 Buried alive in a cave or box or sealed in a wall or bridge
16-19 Thrown to creatures for entertainment
20-21 Used as entertaining toy for sadistic sports - hunting, sparring, tug of war
22-24 Ritual ordeal (fire-walk, dunking in well, fall off a tower, thrown in sinkhole, etc)
25 Tied to creature or creatures and set loose
26 Tied to a corpse and abandoned
27 Bound and gagged and dragged off to distant land for weeks - roll again on arival
25-28 Tortured -1 Str&Con, roll again if survive
29-31 Tortured and mutilated -1d6Cha and roll again if survive
32-33 Tortured and crippled -1d6Str&Con and roll again if survive
34 Run the gauntlet - roll again if survive
35-39 Enslaved - labour (and/or sexual if good looking)
40 Enslaved - made to brutalize even kill other prisoners or roll again
41-42 Enslaved and sold at market far away
43 Enslaved by other prisoners
44-46 Enslaved as gladiator +1 Str and Con after 1d6 years if you live
46 Enslaved to militia
47 Enslaved to vile cult or state ritual service
48 Enslaved as eunuch - castrated
49 Enslaved by conditioning in service of captors as a war beast -1d6Int
48 Enslaved as specialized labour - can learn a new skill in 1 year
49-50 Enslaved as expendable - salt miner, test subject, poison taster, trap tester, bait
51 Imprisoned and treated as worthy visiting ambassador - roll again if try to escape and fail
52-55 Imprisoned and restrained with chains or tied or kept in a box -1d6 Str&Con after 1d6 months
56-57 Imprisoned with worst brutes and killers +1 Str and Con after 1d6 years if you live
58-59 Imprisoned with diseased -1d6 con
56-60 Imprisoned for breeding and or marriage
61-63 Imprisoned and fattened up in larder -1Str, +1 Con
64-66 Imprisoned and ransomed -1Str&Con/year - roll again if not paid after 1d6 years
67 Exiled to edge of territory - death if you return
68 Exiled too a distant colony - death if you return
69-75 Sacrifice for the gods
76-79 Executed by leaders decree in public spectacle
80-81 Killed and buried with ritual
82-83 Killed and dumped
84 Killed quietly and body dissolved in acid or lava
85-86 Killed and mutilated and dumped
87 Killed by being burned alive, remains scattered or eaten
88-94 Killed and eaten - barbequed, cooked in a pot, eaten alive, not pretty
95-97 Killed and turned into a trophy
98-00 Killed turned to undead or monster
The table is intended to give a general threat and possibly a chance to escape. Its a springboard to adventure rather than a sure death table. But being resurrected from found body in the creek is a possibility and might opens more plots. Savage beings may respect a survivor and offer the player membership and freedom if they take torture on the chin well. Perhaps a fellow prisoner or sect help you escape and call a favour. Perhaps a priest heals the recovering former prisoners and demands a service. Maybe the bad guys offer you a chance to avoid your execution. Obligations to others provide interesting outcomes in a campaign.
I tabulated horrible stuff captors want to do - not as absolute fate but as intention of foes - players should have some chances to escape or provoke enemies to fight one on one (perhaps getting killed by raider better than being given to undead) or even play dead. I'll give players at least a couple of chances. I played pirate games where everyone spent month in horrible prison and fantasy games where party galley slaves for a few months. Heroes have to suffer a bit or victory is cheap.
Up to gm if stat loss lasting or take like time to recover.
Some kind people at Old School Gamers on FB recommend let players new characters rescue old ones. Or make players roll back up characters to scare them.
Thursday, 22 November 2012
Gamma Gobblers
As most of my readers are American Ive been bombed with thanksgiving cheer but luckily thanks to American TV lots of Australians know more about US traditions and history than our own. But i love turkeys and had some as my best pals growing up. Until we ate them.
I got Mutant Epoch bundle from rpg drivethrough and have bee digesting it. It has variation table for each species and lotsa goodies. Lots of really horrible mutants including bug size critters. It probably influenced me a bit from here say before I saw it. Probably will do so again. Good to see a really dense well illustrated game book after seeing too many over designed hardcovers with little content.
I hope to do some more DnD stuff but my players enjoying gamma gaming at the moment. Im tempted to do my own d1000 mutation table with ideas from Mutant epoch, 1st ed 40k, gammaworld and others. Still looking for my fantasy game maps from 80s-90s. So here is some Gamma Gobbler goodness for now as im feeling lazy.
Name: Riding Gobblers
Number: Wild 2d6+5 flock
Morale: 6 (8 male)
HD: 8d8+4
Armour: 7
Land Speed: 12/900/18
MS 2d6+2 IN 1d4+2
DX 3d6+3 CH 2d4+1
CN 3d6+2 PS 4d4+10 (4d4+20 male)
Attacks: Peck or wing buffet 2d6 or Males can make Jumping Spur Charge 2d4+6 when closing
Mutations: see below
Description: Riding gobblers are stupid but domesticated riding birds mutated from turkeys usually white, ginger, grey or wild have black-brown brindle patterned. They are also delicious but eating lots is sleep inducing. They also lay tasty eggs. Wild ones tend to hang about human settlements and don't resist being fenced off and tamed like many other creatures. Different strains with various colours and mutations abound with local breed names. Most are too fat to fly but they can hop up to 30m and like to rest in trees. With a rider this is only 10m. May do notoriously stupid things like jump in a barrel to keep out of rain and drown. Seekers often ride and farm them as do many new tribes.
d50 Common variants - usually whole group has same and colours
1 Intelligent - +2d6 Int, 33% chance can talk
2 Shock Prone - if fail morale roll freezes till source of fear gone +1d20 minutes
3 Gas generation - if scared produce 2d6+3 tear gas - it is immune
4 Antlers - 2d8 extra horn attack
5 Gamma Eye - can KO enemies
6 Radiation Eyes - zap foes with radiation
7 Explodes on death like a chemax grenadier (seekers can kill them without this effect)
8 Contagious Wattles - close prolonged contact develops wattled red flesh bubbles on rider
9 Teleport - when failed morale teleport to safety with rider
10 Sonic Blast - super destructive gobbler noises
11 Fly - full wings
12 Extra Legs - 1d4+1 extra legs +10% speed per leg - grow back if amputated (yummy)
13 Metallic Feathers - AC4
14 Cyborg - thermagraphic vision, eye view radio up-link, 2 weapon mounts
15 Beserker - If threatened attacks +4 hit till foe or self dead
16 Laughter inducing poison lasts 1d4 hours after eating 2d6+6 intensity
17 Unigobbler - a single horn extra attack+1d10, poop cures 1d3 dam, lasts only 1 day (d6/day)
18 Sense Metal - gobbles and struts if walks over buried metal
19 Altered diet - eats 1d6 1=plastic, 2=metal, 3=flesh only, 4=concrete, 5-6=contaminated waste
20 Inflatable - gobbler if enraged inflates to 4 times size and floats away as gasbag mutation
21 Extra heads - 1d3 extra alert heads sleep in shifts, sometimes try run different directions
22 Luminous - glow various colours at night depending on strain
23 Tentacles - 1d4+2 wattle covered psuedopods used to feed and grapple attack
24 Cluster bomblets - shoot 1d6 explosive 2d6 dam pellets from wattles ahead if surprised
25 Fire breather 10m cone of 4d6 fire once a day if disturbed
26 Saw wings like biological chainsaws 3d6 dam
27 Forms telepathic bonds with kin or riders
28 Danger sense - start to cluck warnings if ambush or danger near
29 Turn invisible if fail morale roll
30 Poison beak intensity 13 paralysis venom on beak
31 Wings with functional hands - tool users
32 Build mounds or rotting vegetation to hatch young (Australian bush turkeys do this)
33 Chameleon feathers - aids in hiding and communication
34 Spits gobs of acid 2d6 ranged attack 25m range
35 Grows bigger, redder, beak glows with heat if mad +2d6 peck
36 Shoots black spines from bristly beard, 1d4 shots of 1d6 per round 18m range
37 Prehensile Snood (dangly thing on beak) uses as a hand - reach to 6m
38 X-ray vision - can see hidden weapons or enamies
39 Razor spurs - spur attack wounds bleed 1hp per round till treated
40 Elongating neck - can stretch to 5m to feed or spot danger
41 Has a bulgy single eye
42 Wattle covered - red fleshy lumps all over - hideous
43 Silence field 10m radius when nervous or can be trained to raise
44 Aquatic - webbed feet and can swim like a duck
45 No legs, floats by self inflation with gas, multiple self healing gas chambers
46 Larger +1d6 PS, CN and +4 HD
47 Radiation resistant but mildly radioactive poop 1d4 intensity
48 Fear aura - if startles activates fear cloak intensity 2d4+6 mental attack once per encounter
49 Extra delicious - addictive intensity 2d6+6 to resist lifelong cravings
50 Regenerates - 1hp per round, may surgically remove meat and will recover
Gamma gobblers take to untrained riders well but look to each other for morale - all rolling as a group. The may attack with mutations if surprised or spooked. A trained rider can make his gobblers jump, attack, be silent, sit and can use their weapons unhindered from turkey back. A trained rider makes his gobbler follow his lead not the group. A trained gobbler rider can make a CHA check to sway all surrounding gobblers in the caravan to not panic. Wild gobblers sometimes follow people home and hang about till trapped. Tamed gobblers with missing riders head to any beings that dont look scary for help.
Mr Gobbles the Bonapartist ambassador is invited to dinner with the seekers as guest of honour. He will be sure to tell his kin of the friendly greeting he received.
I got Mutant Epoch bundle from rpg drivethrough and have bee digesting it. It has variation table for each species and lotsa goodies. Lots of really horrible mutants including bug size critters. It probably influenced me a bit from here say before I saw it. Probably will do so again. Good to see a really dense well illustrated game book after seeing too many over designed hardcovers with little content.
I hope to do some more DnD stuff but my players enjoying gamma gaming at the moment. Im tempted to do my own d1000 mutation table with ideas from Mutant epoch, 1st ed 40k, gammaworld and others. Still looking for my fantasy game maps from 80s-90s. So here is some Gamma Gobbler goodness for now as im feeling lazy.
Name: Riding Gobblers
Number: Wild 2d6+5 flock
Morale: 6 (8 male)
HD: 8d8+4
Armour: 7
Land Speed: 12/900/18
MS 2d6+2 IN 1d4+2
DX 3d6+3 CH 2d4+1
CN 3d6+2 PS 4d4+10 (4d4+20 male)
Attacks: Peck or wing buffet 2d6 or Males can make Jumping Spur Charge 2d4+6 when closing
Mutations: see below
Description: Riding gobblers are stupid but domesticated riding birds mutated from turkeys usually white, ginger, grey or wild have black-brown brindle patterned. They are also delicious but eating lots is sleep inducing. They also lay tasty eggs. Wild ones tend to hang about human settlements and don't resist being fenced off and tamed like many other creatures. Different strains with various colours and mutations abound with local breed names. Most are too fat to fly but they can hop up to 30m and like to rest in trees. With a rider this is only 10m. May do notoriously stupid things like jump in a barrel to keep out of rain and drown. Seekers often ride and farm them as do many new tribes.
d50 Common variants - usually whole group has same and colours
1 Intelligent - +2d6 Int, 33% chance can talk
2 Shock Prone - if fail morale roll freezes till source of fear gone +1d20 minutes
3 Gas generation - if scared produce 2d6+3 tear gas - it is immune
4 Antlers - 2d8 extra horn attack
5 Gamma Eye - can KO enemies
6 Radiation Eyes - zap foes with radiation
7 Explodes on death like a chemax grenadier (seekers can kill them without this effect)
8 Contagious Wattles - close prolonged contact develops wattled red flesh bubbles on rider
9 Teleport - when failed morale teleport to safety with rider
10 Sonic Blast - super destructive gobbler noises
11 Fly - full wings
12 Extra Legs - 1d4+1 extra legs +10% speed per leg - grow back if amputated (yummy)
13 Metallic Feathers - AC4
14 Cyborg - thermagraphic vision, eye view radio up-link, 2 weapon mounts
15 Beserker - If threatened attacks +4 hit till foe or self dead
16 Laughter inducing poison lasts 1d4 hours after eating 2d6+6 intensity
17 Unigobbler - a single horn extra attack+1d10, poop cures 1d3 dam, lasts only 1 day (d6/day)
18 Sense Metal - gobbles and struts if walks over buried metal
19 Altered diet - eats 1d6 1=plastic, 2=metal, 3=flesh only, 4=concrete, 5-6=contaminated waste
20 Inflatable - gobbler if enraged inflates to 4 times size and floats away as gasbag mutation
21 Extra heads - 1d3 extra alert heads sleep in shifts, sometimes try run different directions
22 Luminous - glow various colours at night depending on strain
23 Tentacles - 1d4+2 wattle covered psuedopods used to feed and grapple attack
24 Cluster bomblets - shoot 1d6 explosive 2d6 dam pellets from wattles ahead if surprised
25 Fire breather 10m cone of 4d6 fire once a day if disturbed
26 Saw wings like biological chainsaws 3d6 dam
27 Forms telepathic bonds with kin or riders
28 Danger sense - start to cluck warnings if ambush or danger near
29 Turn invisible if fail morale roll
30 Poison beak intensity 13 paralysis venom on beak
31 Wings with functional hands - tool users
32 Build mounds or rotting vegetation to hatch young (Australian bush turkeys do this)
33 Chameleon feathers - aids in hiding and communication
34 Spits gobs of acid 2d6 ranged attack 25m range
35 Grows bigger, redder, beak glows with heat if mad +2d6 peck
36 Shoots black spines from bristly beard, 1d4 shots of 1d6 per round 18m range
37 Prehensile Snood (dangly thing on beak) uses as a hand - reach to 6m
38 X-ray vision - can see hidden weapons or enamies
39 Razor spurs - spur attack wounds bleed 1hp per round till treated
40 Elongating neck - can stretch to 5m to feed or spot danger
41 Has a bulgy single eye
42 Wattle covered - red fleshy lumps all over - hideous
43 Silence field 10m radius when nervous or can be trained to raise
44 Aquatic - webbed feet and can swim like a duck
45 No legs, floats by self inflation with gas, multiple self healing gas chambers
46 Larger +1d6 PS, CN and +4 HD
47 Radiation resistant but mildly radioactive poop 1d4 intensity
48 Fear aura - if startles activates fear cloak intensity 2d4+6 mental attack once per encounter
49 Extra delicious - addictive intensity 2d6+6 to resist lifelong cravings
50 Regenerates - 1hp per round, may surgically remove meat and will recover
Gamma gobblers take to untrained riders well but look to each other for morale - all rolling as a group. The may attack with mutations if surprised or spooked. A trained rider can make his gobblers jump, attack, be silent, sit and can use their weapons unhindered from turkey back. A trained rider makes his gobbler follow his lead not the group. A trained gobbler rider can make a CHA check to sway all surrounding gobblers in the caravan to not panic. Wild gobblers sometimes follow people home and hang about till trapped. Tamed gobblers with missing riders head to any beings that dont look scary for help.
Mr Gobbles the Bonapartist ambassador is invited to dinner with the seekers as guest of honour. He will be sure to tell his kin of the friendly greeting he received.Tuesday, 20 November 2012
Gamma Aeon: King Beavers Quest
Last blog described a book that has had me dreaming weird stuff and feeling repulsed by flesh and even odd fruit at shop. So all a good influence on my fantasy brain - i tip my hat again to Brian Aldiss too.
I intended these characters to be expendable and players have learned to love them. I agreed after winter training any stat below 9 is 9. gee im nice. I still getting hang of lethality style of the game again. So im being a bit nice to not explode players much.
Starring in Game 2 of this campaign
Johnny 1111 (Mark)
From Bunker weakling to wasteland warrior - his Gamma Eyes zap the best foe out in most battles. Happy with his B-type Slug gun he is the best scavenger and still looks human.
Deathport 0002 (Matt)
The bat winged wonder chef, who has discovered joys of being party heavy weapon hoarder. Grenades, a las pistol, a sonic blaster, plus some dynamite make him a heavy hitter.
Fishtank 2414 (Carolina)
The human unicorn and pyromaniac joined the Radioactivists with suspected results. At first she turned albino so she got some sunglasses and a hood like any good mutant. Priest offered more "wisdom of the atom" and she developed a really cool power. She has been working as a brewer, arsonist and fireman in the village. She was in a book burning club in the bunker.
The heroes have dwelled in village for 3 months and winter setting in. The Mayor offers them ammo and recharges for aiding the village and other aid plus whatever they can loot. The mayor recommends anything to slow the gangs would be good so they hunted them using Johnny as bait in his bunker jumpsuit looking all awestruck at the sky.
The bandits approached - a mutie otter, the human leader and a teeth on psuedopods abomination on a chain. Fishtank sneaking up behind saw a really really fat Porcupine woman trying to blindside Johnny. Johnny took of his shades all cool and zapped the leader - bam KO. Fishtank attacked the porcupine with her axe while it tried to grab her. Johnny fired his gun at the loosened abomination charged and chomped him. Deathport flew through the tree canopy and lasered down the otter trying to drag off his leader. He was fired a poison xbow bolt and kept dragging.
Johnny kept backing off and shooting - 2h-handed grip point blank. Fishtank got grabbed on leg by porcupine and got shocked by a mutation. With her new shape mimic power based on touch she duplicated the porcupines powers and form (and she has kept it since). Two kebab coated porkers battled away swearing at each other. Deathport fried the otter and was in turn shot by a cyborg who hung back calling HQ. He was a partial face job with a full arm. Deathport was kinda taking his own medicine for once. Fishtank was knocked out and Deathport backed off after a second laser hit. The abomination biting Johnny fled with the borg.
The party took their prisoners to the village and licked their wounds. Scored a few muskets and a xbow with poison bolts.
Resting a bit and wowed a party member is now a porcupine the gang rest 2 weeks and get some healing berries from the mayor and ammo. The guys drink mutation potions. Deathpool develops military genius making him quite a bit deadlier and Johnny developed heightened precision also making his every attack deadlier. The lads made girlfriends and some unhappy village fathers while nobody will kiss a porcupine.
Deathpool leads them to the sealed door he has lusted after with his sonic blaster but the Sleeth dwelling there said they would all die if he did. So they spent a day prospecting and found some crap like lead pencils in a box and a toy ray gun that would fool many. Fishtank found 40 eggs and a fuel drum stash. They traded them with sleeth (kept cool toy) who said they were gator eggs and paid more than humans who would just eat them. They traded all their bulky food, beer and chocolate for food pills. They walked home in the dark and saw a gang ahead. Fishtank went first and climbed silently up an escarpment and almost surprised a lady blue skin mutant with pink hair. The mutant saw her and assumed she was her tribal sister and scolded her. Fishtank attacked. The rest of the evil gang back on the ground level saw the fight and just cheered instead of helping.
The abomination and cyborg were in the group with a fox woman (spotted cooking a hot dog with burning hands), An ex bunker-mate with a musket forced to join the gang and mutie medic lady with blue skin. Well Deathpool dropped a grenade and Johnny threw dynamite at the distracted gang. Blam. The bunker kid was blasted into chunks, the blue medic teleported and the fox jumped into a parallel universe (gone for at least a week). The others were seriously battered and the cyborg and deathpool lasered each other again. Fishtank jumped on the abomination, pinning it and shocking it. Johnny walked up and killed the damned abomination at last. The cyborgs head exploded from a laser and they cut off his arm. His home base radioed him during procedure which always feels a bit awkward.
Home again and a winter of training. So i bottomed up their worse stats. Acolyte Fishtank studied mutant lore, Deathpool improved his raygun skills and Johnny improved his number of attacks with guns (double tap!). By spring the party was sent by mayor to Beaverton with a letter to the Beaver king. They sailed by giant sea otter and were welcomed by beavers and given apartments. They traded some tat at market and saw a battered ruin of a 1.5 tonne life ray, going cheap. Fishtank got a blowpipe and met some real porcupines. She also swapped her bunker brand ciggies for beaver cigars (rolled on thighs of beaver maidens). Every one in future cancer proof so smoking makes a comeback. Met some tortoises trading lettuces. The beaver folk were mostly true-breed mutation proof ani-men aqua
laborers. Some were ordinary mutant animal beavers. Party met first
talking tobacco plant and saw pack triffids (ok when you cut their heads
off).The beaver tabernacle was 8 floors high and 24 m wide with other log domes around it. Some hangers and parts of the old airfeild were off limits. Beavers had a reactor, industrial pumps and several armored cars. Humans were second class but not unhappy as the Beaver Kings law was pretty good. He even married a human for his controversial 5th wife. So they met the king in his throne room and were invited to a feast.
At dinner the party acquitted themselves not to well. Johnny offended an aristocratic dueler beaver with his refusal to admire delicious wood chips and methanol. Deathpool tried to boast about the party deeds (talked a bit down) and beaver ladies yawned behind their fans. Fishtank as a porcupine got on fine and they all liked her concern for fire fighting. She thought sea otter folk smashing crabs on their chests and hugging adorable. The ape ambassador frowned at them the whole time and gossiped with Johnny's new enemy. He was hoping to have apes and beavers unite in a crusade. But good king beaver likes Mormons and friendly people over war or any species.
Then they were taken to king beavers lab. They saw his models of wooden cities and wooden rockets made from iron skinned mutant redwoods. Sadly no apes would volunteer yet. Gave party police stars and letters and a passbook (or logbook for beavers) and letters or trade. He offered them batteries and bullets and apartments. Fishtank got a ww2 style flame thrower her arson dreams come true. Johnny got a beaver made bolt action .303 with bayonet. Deathpool got a high tech riot helmet with megaphone, radio, gas mask, thermograph vision and POLICE across front. King beaver wanted them to first check out the island and get to know it, perhaps do some old bunker looting. But his real goal was a secret in a chest.
The contents were a hideous metallic pod with a grimacing skull face and some input ports. Inside the peeled metal was a human skull with no teeth and massive brain pan with a tiny mummified baby like body plumbed into the exosuit. He explained this thing was found in a crater five yeras ago freshly dead in a wreck. He accessed its exoskeleton logs to discover it was a scout of a branch of humanity that has been in space for over 200 years and now planned to return. They were all big brained with stunted bodies and needed their exosuits to live. It had observed moon bases, orbitals and a warden class starship orbiting the moon. You can also see ruins of Earths beanstalk in Africa. It had sent a message home stating Earth had been found and needed terraforming - too much oxygen.
Good King beaver explained he needed the superior bunker bred technical knowledge of party to find functional space hardware and marshal defenses against these returned to earth horrors. The party all fully impressed accept their quest. Deathpool volunteered to join the Beaver brand of Mormonism on the spot. He is debating putting word BEAVER or MORMON on his helm next to word POLICE.
Sunday, 18 November 2012
Gamma Evolution: Sources
Found some cute things online i will share here
firstly this kids toy concept that would fit in a gamma or superhero or gonzo SF game - a ship of uplifted animals vs hunters with cyborg body parts and more
http://melbirnkrant.com/arc/index.html
I shared this on FB old school game group and someone commented it was silly
fair enough it wont float your traveller boat
Gordon Dixon did several cool monster source books
one was after man - zoology 50 millions years after humans
and he did one on alt dinosaurs as if they didn't die
the man after man volume has humans going to space and earth humans being modified and going feral after apocalypse. I was reminded of bryan aldiss and sure enough he did the intro
all Dixons books turn up on searches easily - whole man after man book here:
http://www.sivatherium.narod.ru/library/Dixon_3/01_en.htm
Gamma world consequences:
Many hominids from this book would fit in fine
Hive men who build structures and are ugly furry troll folk - only queen breeds
Aquamorphs - adapted to water in various degrees living in wrecks of ancients
Forest folk replacing apes
Hideous biological suits that grow food and have expendable limbs, bonded to humanoids who wander about eating stuff and growing fatter - fat giants
Symbiotic fast hunters who hide in fur of larger dumber animal
Symbiotics who feed from the food suits and cling to fat giants drinking fat straight from them
Gelatinous filter feeding humans inside a bubble of gel, easy to hunt and kill on land
Specialized hominids for eating termites, or fish
Sloth men - huge grazers too big to fear anything
Except spike tooth men who live off them
Then humans come back from the stars:
Space dwelling cyborg fetus men in exoskeletons come back - no FTL travel or communications has pushed them this far. Would make great Alien invaders. Dwell in sealed system machines and plan to terraform earth to have less oxygen.
They in turn adapt some life to be beasts of burden controlled by implants
Others like the fat giants are force grown to multi story building sized horrors, plumbed into nutrients and protein sucked right out of them for space men needs
Giants with atmospheric processors built in who are built/bred to terraform the atmosphere and possibly harvest protein
Aldiss and Lovecraft have devolved quadruped humans as beast of burden too
Aldiss in hot house has humans attached to trees by belly buttons in symbiosis
Engineered living houses part plant part flesh with human savages inside might be fun
His book Non Stop (possibly starship in usa - title ruins surprise yay!) is a prime source for metamorphosis alpha - also see film Pandorum
Barefoot in the head has psychoactive weapons and contamination zones where all inside have shared hallucinations and delusions
I already have plundered the night land by William Hope Hodgkinson
And Iron Dream by Norman Spinrad
Probably a bit of Judge Dredd and Nemesis the Warlock comics there too
This will all make a disturbing impact on my gamma game.
Saturday, 17 November 2012
Gamma Winter on High Island
Some thoughts for Tuesday game.
Winter is coming and the Bunker survivors, clones and mutant folk of High Island village prepare in dread.
Their Sleeth allies are seasonally reclaiming the flooded bunker again and stockpiling.
The red death gang bunker of course have not prepared or done anything so they will be raiding and killing to fill their stores.
This year the village want to do something to seriously hamper the gang while they are weak.
The undead dont change their behavior at all but the more active warm ghouls do hibernate. Possible a good time to try something with them as well. The gangs will be sure to face undead being closer.
Mutant animals grow extra fur and adopt winter colors in some cases.
Many aquatic perils slow down and make water travel safer. Polar bear folk raiders sometimes come from the north on ice boats formed with cryrokinesis.
Many hostile plants like triffids sleep in season.
Gun bunnies hate the heroes who killed and robbed their cheif. They are great winter hunters. Many gamma world fights are more like skirmishes with most combatants fleeing while the most treasure ladened seem to die the most. Sure to leave many enemies alive.
Visibility for non camouflaged targets high. The woods are harder to hide in without leaves. Furs and fire are needed to live, but smoke attracts foes. The party are not exactly great woodsmen and may need some hired men to help and teach them what surface dwellers take for granted. One player has no mutations and could re enter the home bunker if needed.
The adventurers having earned a place in the village are offered recharges of their energy weapons if used in service of the village. Mayor Paul 2375 will encourage them to formulate a plan against the gangs or undead. The sleeth may help and certainly will warn the village from attacks but the village needs to maintain communication lines through gang turf. Their rubber raft only has made around gangs by luck so far.
I'm hoping players will help make a push to improve island life before they leave to serve the beaver king. Under the Beaver king - they will go on missions around the lakes and help the beaver space program. Or at least bring back some nice loot. Legion of gold, Albuquerque space port and Pittsburgh quests will fit in on the way.
I'll probably do an Australian based game soon - with Canetoads and gangs as the main villains. Queensland will be overrun by savage toad warriors in the name of their terrible toad king. Ill have to have some tastefully done indigenous beliefs and contemporary things to parody. Ive also considered merging gamma and DnD into a science and sorcery game. Plenty of time to decide. Baby eating dingoes, croc men hunting humans and humiliating them, kangaroos with pouch gunners, killer bower birds with artifact nests. Ive avoided monster making to date but this may get me going. A human centipede monster would be gross too. Maybe New Zealand really has hobbits living in middle earth theme park.
High Island Gang Member Table
3d3 per group - roll once per member d20
1-2 GM Human HD d8, former military, often leaders equip as tech IV
3-6 Survivor Human HD d8, former pirates equip as tech III
7-10 Old stock Human HD d4 =1d4 mutations, former cloned bunker folk gone bad, tech IV
11-12 Beaver folk ani-men renegade HD d8 - pagan vikings equip as tech II
11-15 Humanoid Mutant HD d6, red death gangers for life equip as tech II
16 Cyborg - possible escaped or still serving legion of gold various tech possible
17-19 Mutant animals - crazed mascots of red death gang equip as tech I
20 Mutant Abomination mascot equip as tech 0
The gang are a chapter of the Red Death founded by Khan Redhand when he left his bunker on a secret mission with his future wife and a squad. Over the years he has abandoned his mission of seeking a viable starport or teleporter. He has some maps and notes from 20 years of searches in his cache. Most of his original squad died or deserted. He was captured by the Red death and killed their leader in single combat. His gang worked with pirates for a few years and were stranded on high island. They live by scavenging, slaving and trading with pirates. Undead are the main threat to them and they leave the Sleeth tribe alone as they cannot be surprised and they pick off gang leaders in battle. They regard the village as their legitimate prey. Anyone who survives the gangs torture well may be forced to join.
A few pregen gangs to keep my party busy - this is the bulk of the gang and if they are killed the gang is broken and will flee the island. A few other members in patrol and forrage groups exist too. Some run slave gangs and make them find food.
5 member ruin foraging group
this gang loot the town ruins and monitor bunker for anyone leaving. The ex bunker dwellers are weak but great scavengers. May have a pack slave,
Mad Mallard (The Drake) CON 12 HP 42
scarred mutant Muscovy Duck with 2 flintlocks and a hand axe
mutations: Shorter (90cm), Radiation eyes, Poor respiration, Time Distortion
Group leader, bitter, hateful and considers his gang expendable except Kalun who he loves
Kalun Farve CON 14 HP 70
Female survivor human with musket, machete, chain mail
Veteran scavenger who hates sissy bunker dwellers and likes to cut theyre hands off
Danno 5061 CON 17 HP 51
Old Stock Human with musket and frag grenade & jumpsuit
no mutations due to high CON
Wants to get out of gang if possible, may try and escape or switch sides
Francine 2067 (Fugly) CON 13 HP 27
Female Old Stock Human with 9mm automatic 8 shot mag, 12 bullets & jumpsuit
mutations: Anti Charisma, Bodily Control
Hates gang but everyone she meets starts shooting at her so she always comes back. Her mutation keeps unwanted lovers away at least.
Pete 4098 (Bighead) CON 10 HP 21
Old Stock Human with riot shield, truncheon, riot armour
mutations: Over sized head, skeletal enhancement, the gamma eye, insanity
Gone insane from mutations, believes should lead the group and seeks mutagens
4 member scout patrol group
this gang patrol the forest and near the Sleeth village
Daniel Fallingsky (Razor) CON 14 HP 69
GM human with sabre and laser pistol (full)
Gang leader and kahns son, wants advanced weapons and a wife, hates bunker weaklings
Karo Mac CON 13 HP 56
Survivor with battle axe, chain mail, flintlock pistol
Veteran survivalist, expert tracker and hunter, collects scalps and ears
Sandercock Nike (Red) CON 11 HP 45
Female humanoid mutant with musket, 2 clubs and shield
mutations: Heat reaction, Actual Metamorphosis, multiple arms, red skin, blue hair
Hates everyone except gang leader, likes to captures females for gang boys and watch
Batalia Krin (Quill-killa) CON 12 HP 39
Female animal mutant porcupine with 2-h flail natural armour and spines
mutations: Infravision, Electrical gen, Bodily control, heightened STR 21, Phobia (cats)
Likes to wrestle and use natural spines, STR and electrical powers
6 member raiding group
this gang patrol the zone near the High Island village. If they see a weakness they take it or report to base. They are careful to ambush travelers. May try arson or to blow up a wall section occasionally.
Kronn Radstorm CON 15 HP 71
Female survivor with 2d6 dynamite sticks, blunderbuss, axe, shield, leather
Radd is the leader and is looking out for long term gang needs like food thus the gang love her
Gelab Goodburger (Glub) CON 13 HP 46
Cyborg with Low light eyes, radio and data jack, IR Rifle, chain, dagger
Gelab report to base via radio and calls support if needed, he craves any tech. The rifle trigger has been replaced with a data jack he plugs into
Big-Tooth Logjam (Beevo) CON 16 HP 71
Beaver viking with chain mail, battle axe and shield, heavy crossbow
A bloodthirsty pagan berserker beaver who hates weak humans
Ralph Rotten CON 11 HP 48
Survivor with studded leather, poisoned crossbow, 2 shortswords style
A viscous life long punk and killer who often disobeys orders and attacks, compulsive gambler
Mag Ottkarl (Otto) CON 16 HP 46
mutant otter with fish leather, shorsword and poison blowpipe
mutations: Dual brain, repulsion field, telepathy, mental multiplier, mass mind, periodic amnesia, insanity, regeneration, planar travel
A scheming thief and silent back stabber whos planar travel stories are never believed
Samantha 2346 (Sammy Scrawnlegs) CON 15 HP 36
old stock female human with bolt action rifle, bayonet and jumpsuit
mutations: anti-life leech, illusion generation, sonar
Samantha still looks mostly human (albino) and might try to escape gang. She makes illusionary robots to back up gang in battle.
4 member guard group
this gang watch the entry to their ruined bunker hide out or near gang ruined excavations
Pepsee Kolan (Peppi) CON 14 HP 55
Survivor Human with heavy crossbow, 3 frag grenades, chain mail and battle axe
Hates being guard with these lame followers - will attack them if they flee
Wendee Hotdog (Hotdog) CON 14 HP 55
Humanoid Mutant with spear and 3 javelin, soft leather, arrow poison
mutations: Bat Wings, Phobia (fire), photosynthetic skin, hands of power (electrical)
She is looking for a boyfriend to raise her status but her leathery chamo pattern skin makes her hate herself and she likes to skin normal people to make her armour and uses scalps as wigs
Glaarg CON 11 HP 40
Mutant Abomination with a tree trunk club in his claw - crocodile-fish-cow hybrid
mutations: Radiation eyes, gills, teleportation, weight decrease, doubled pain, insanity, heat generation, hands of power
He is moronic psychopath who loves the gang since he joined as bunker dweller decades ago, he is chained to a rock by entrance of their lair
Harry Hellhop CON 13 HP
Mutant rabbit with automatic 5.56mm rifle 40 shot mag, 65 bullets and a spiked baseball bat
mutations: Narcolepsy, antlers, fat cell acumulationx2, confusion
Ex rabbit gang member, red death hope more rabbits will join gang as they eat grass and breed fast, and can be eaten if killed. Harry hops onto people and pins under his blubber if they get close, he is a small arms expert like most gun bunnies. When not fighting he is eating carrots (watsup doc?). He goes crazy if anyone dare call him fat.
3 member tracker gang
These guys cover gang territory looking for tracks they can report to others. If really tempted by weaklings like bunker dwellers they will attack. She hunts food also or helps other gangs hunt enemies. They have a separate lair away from the gang. They all have been lifeleached at start of day when encountered.
Tammy Two dogs CON 16 HP 68 (-6 from life leach)
GM Human with spiked club, flintlock pistol, whip, truncheon, leather armour
Tammy is an expert dog trainer and tracker and the khans daughter, nobody id pure enough for her but her parents hope on finding a GM human husband or at least a mate for her,
Laika CON 11 HP 41 (-6 from life leach)
Mutant dog has no voice box, has no equipment but might grab a weapon on battlefield
mutations: sonic blast, body structure change (bipedal, hands) modified body parts (2d6 bite), fear generation, skin structure change (flammable)
Laika is a violent bitch who hates most other dogs if Tammy doesn't watch her. She obays Tammy who raised her from a pup. She has so far not allowed Boris to mate with her.
Boris CON 16 HP 68 (+2d10 more from life leach)
Mutant dog is quadruped, no hands, no voice box never uses tools just 1d8bite+STR bonus
mutations: Carapace, Heightened STR 21, Chameleon, Life Leech
Boris is jealous of beings who can talk or hold things so he likes to bite hands and throats most. He is made to keep away from gang and sleeps outdoors. He goes first ahead while Laika guards Tammy. He loves Laika and she is only reason he is in gang.
8 member elite guard gang and the Chief
They remain in the bunker but may lead attacks that are safe for them. Stay about the throne chamber looking at treasure and tormenting prisoners. Khan came from a military bunker with his wife 60 years ago.
Khan Redhand CON 21 HP 106GM
Human in steel chest plate and leather, vibro sword and laser pistol, 2 flintlock pistols, chemax grenaide, type III ID, healing pills 12 x 1d6 each, old special forces beret
The ruthless chieftain who kills and eats enemies, old but strong and ruthless while preaching his superiority (think Ricardo Montalbán in original series star trek). Any GM women will be his brides, infuriating his wife and children). If Kahns children are harmed the whole gang go on war path.
Mother Redhand CON 17 HP 85
Wears chain, Chain sword (2d8 1hr power) sawn-off double barreled shotgun, frag grenade
His wife and second in charge, head of his guard (other GM Humans are their children)
Skarr CON 10 HP 40
Humanoid Mutant with battle axe, flintlock, duralloy garrotte, short bow with poisoned arrows
mutations: energy absorption, precognition, Heat generation, wings, periodic amnesia
has white chalky pock marked skin, skinny, giant webbed toes
Skarr is the tribal seer who knows all but about himself. He used to be member of High Island village and could be again.
Dr Gordon 2138 (Doc Gordo) CON 10 HP 21
Old stock Human with duralloy claw, 9mm 8 shot pistol with 2 clips, medkit, 6 x 1d6 healing berries
mutations: empathy, beguiling, death feild generation
Dr gordo is the tribe medic who dreams of starting his own gang - he might use heroes in a scheme and will surrender or play dead if hurt
Falco CON 16 HP 44
Mutant falcon uses no equipment but sometimes drops grenades
mutations: Seizures, physichal reflection, bodily control, hands of power, heightened precision, has wings beak and claws as an animal and extraordinary sight
Falco is a loyal pet and sometimes stops fighting to eat shreds of flesh torn off victims
Kazra Frieswiddat (Kaz) CON 16 HP 89
Female survivor human with laser With Slug thrower type C with 3 clips, 2 frag grenades, a flaming hydrogen lance 3d8 extracts fuel from air 24hrs from hydrogen cell)
Kazra loves the gang but is seeking a mate/slave to bear her children
Kolkut Hambone (Kol) CON 16 HP 89
Humanoid mutant with baseball bat, riot shield, flintlock pistol
mutations: heightened STR 21, mental blast, colourblind, the gamma eye, regeneration, heat reaction, has neon pink spotty skin with patches of grey hair, a bullet head, thickset neck on hunched torso
Kol is a fanatic follower and is first into battle - a canny fighter who uses his mutations well. He lusts after unmutated women and has been told by kahn he will die if touches a GM human woman..
Blag CON 14 HP 53
Abomination stitched into studded and spiked armour, used a parking meter with concrete slab as weapon, not really able to use much else - looks like a hairless pink dog-gorilla-shark hybrid
mutations: duality, heightened STR 21, Insanity, heightened sense (hearing), planar travel
Blag has been the chiefs pet and baggage beast since he resembled a human decades ago. The gang use his planar travel as waste disposal and to banish gang traitors
Garn Metalfist CON 14 HP 51
Cyborg warrior with metalic carapace AC4, all built in - laser pistol (recharges daily), gieger counter, radio, garrotte, hiden in body compartments: duralloy combat knife, frag grenaide
Garn serves the legion of gold in secret but stays close to the khan so reaper can come and kidnap all the purest human stock one day. He offers khan advice and maintains most advanced tech in the bunker. He is looking for a spare atomic cell for the next year to keep him alive.
Winter is coming and the Bunker survivors, clones and mutant folk of High Island village prepare in dread.
Their Sleeth allies are seasonally reclaiming the flooded bunker again and stockpiling.
The red death gang bunker of course have not prepared or done anything so they will be raiding and killing to fill their stores.
This year the village want to do something to seriously hamper the gang while they are weak.
The undead dont change their behavior at all but the more active warm ghouls do hibernate. Possible a good time to try something with them as well. The gangs will be sure to face undead being closer.
Mutant animals grow extra fur and adopt winter colors in some cases.
Many aquatic perils slow down and make water travel safer. Polar bear folk raiders sometimes come from the north on ice boats formed with cryrokinesis.
Many hostile plants like triffids sleep in season.
Gun bunnies hate the heroes who killed and robbed their cheif. They are great winter hunters. Many gamma world fights are more like skirmishes with most combatants fleeing while the most treasure ladened seem to die the most. Sure to leave many enemies alive.
Visibility for non camouflaged targets high. The woods are harder to hide in without leaves. Furs and fire are needed to live, but smoke attracts foes. The party are not exactly great woodsmen and may need some hired men to help and teach them what surface dwellers take for granted. One player has no mutations and could re enter the home bunker if needed.
The adventurers having earned a place in the village are offered recharges of their energy weapons if used in service of the village. Mayor Paul 2375 will encourage them to formulate a plan against the gangs or undead. The sleeth may help and certainly will warn the village from attacks but the village needs to maintain communication lines through gang turf. Their rubber raft only has made around gangs by luck so far.
I'm hoping players will help make a push to improve island life before they leave to serve the beaver king. Under the Beaver king - they will go on missions around the lakes and help the beaver space program. Or at least bring back some nice loot. Legion of gold, Albuquerque space port and Pittsburgh quests will fit in on the way.
I'll probably do an Australian based game soon - with Canetoads and gangs as the main villains. Queensland will be overrun by savage toad warriors in the name of their terrible toad king. Ill have to have some tastefully done indigenous beliefs and contemporary things to parody. Ive also considered merging gamma and DnD into a science and sorcery game. Plenty of time to decide. Baby eating dingoes, croc men hunting humans and humiliating them, kangaroos with pouch gunners, killer bower birds with artifact nests. Ive avoided monster making to date but this may get me going. A human centipede monster would be gross too. Maybe New Zealand really has hobbits living in middle earth theme park.
High Island Gang Member Table
3d3 per group - roll once per member d20
1-2 GM Human HD d8, former military, often leaders equip as tech IV
3-6 Survivor Human HD d8, former pirates equip as tech III
7-10 Old stock Human HD d4 =1d4 mutations, former cloned bunker folk gone bad, tech IV
11-12 Beaver folk ani-men renegade HD d8 - pagan vikings equip as tech II
11-15 Humanoid Mutant HD d6, red death gangers for life equip as tech II
16 Cyborg - possible escaped or still serving legion of gold various tech possible
17-19 Mutant animals - crazed mascots of red death gang equip as tech I
20 Mutant Abomination mascot equip as tech 0
The gang are a chapter of the Red Death founded by Khan Redhand when he left his bunker on a secret mission with his future wife and a squad. Over the years he has abandoned his mission of seeking a viable starport or teleporter. He has some maps and notes from 20 years of searches in his cache. Most of his original squad died or deserted. He was captured by the Red death and killed their leader in single combat. His gang worked with pirates for a few years and were stranded on high island. They live by scavenging, slaving and trading with pirates. Undead are the main threat to them and they leave the Sleeth tribe alone as they cannot be surprised and they pick off gang leaders in battle. They regard the village as their legitimate prey. Anyone who survives the gangs torture well may be forced to join.
A few pregen gangs to keep my party busy - this is the bulk of the gang and if they are killed the gang is broken and will flee the island. A few other members in patrol and forrage groups exist too. Some run slave gangs and make them find food.
5 member ruin foraging group
this gang loot the town ruins and monitor bunker for anyone leaving. The ex bunker dwellers are weak but great scavengers. May have a pack slave,
Mad Mallard (The Drake) CON 12 HP 42
scarred mutant Muscovy Duck with 2 flintlocks and a hand axe
mutations: Shorter (90cm), Radiation eyes, Poor respiration, Time Distortion
Group leader, bitter, hateful and considers his gang expendable except Kalun who he loves
Kalun Farve CON 14 HP 70
Female survivor human with musket, machete, chain mail
Veteran scavenger who hates sissy bunker dwellers and likes to cut theyre hands off
Danno 5061 CON 17 HP 51
Old Stock Human with musket and frag grenade & jumpsuit
no mutations due to high CON
Wants to get out of gang if possible, may try and escape or switch sides
Francine 2067 (Fugly) CON 13 HP 27
Female Old Stock Human with 9mm automatic 8 shot mag, 12 bullets & jumpsuit
mutations: Anti Charisma, Bodily Control
Hates gang but everyone she meets starts shooting at her so she always comes back. Her mutation keeps unwanted lovers away at least.
Pete 4098 (Bighead) CON 10 HP 21
Old Stock Human with riot shield, truncheon, riot armour
mutations: Over sized head, skeletal enhancement, the gamma eye, insanity
Gone insane from mutations, believes should lead the group and seeks mutagens
4 member scout patrol group
this gang patrol the forest and near the Sleeth village
Daniel Fallingsky (Razor) CON 14 HP 69
GM human with sabre and laser pistol (full)
Gang leader and kahns son, wants advanced weapons and a wife, hates bunker weaklings
Karo Mac CON 13 HP 56
Survivor with battle axe, chain mail, flintlock pistol
Veteran survivalist, expert tracker and hunter, collects scalps and ears
Sandercock Nike (Red) CON 11 HP 45
Female humanoid mutant with musket, 2 clubs and shield
mutations: Heat reaction, Actual Metamorphosis, multiple arms, red skin, blue hair
Hates everyone except gang leader, likes to captures females for gang boys and watch
Batalia Krin (Quill-killa) CON 12 HP 39
Female animal mutant porcupine with 2-h flail natural armour and spines
mutations: Infravision, Electrical gen, Bodily control, heightened STR 21, Phobia (cats)
Likes to wrestle and use natural spines, STR and electrical powers
6 member raiding group
this gang patrol the zone near the High Island village. If they see a weakness they take it or report to base. They are careful to ambush travelers. May try arson or to blow up a wall section occasionally.
Kronn Radstorm CON 15 HP 71
Female survivor with 2d6 dynamite sticks, blunderbuss, axe, shield, leather
Radd is the leader and is looking out for long term gang needs like food thus the gang love her
Gelab Goodburger (Glub) CON 13 HP 46
Cyborg with Low light eyes, radio and data jack, IR Rifle, chain, dagger
Gelab report to base via radio and calls support if needed, he craves any tech. The rifle trigger has been replaced with a data jack he plugs into
Big-Tooth Logjam (Beevo) CON 16 HP 71
Beaver viking with chain mail, battle axe and shield, heavy crossbow
A bloodthirsty pagan berserker beaver who hates weak humans
Ralph Rotten CON 11 HP 48
Survivor with studded leather, poisoned crossbow, 2 shortswords style
A viscous life long punk and killer who often disobeys orders and attacks, compulsive gambler
Mag Ottkarl (Otto) CON 16 HP 46
mutant otter with fish leather, shorsword and poison blowpipe
mutations: Dual brain, repulsion field, telepathy, mental multiplier, mass mind, periodic amnesia, insanity, regeneration, planar travel
A scheming thief and silent back stabber whos planar travel stories are never believed
Samantha 2346 (Sammy Scrawnlegs) CON 15 HP 36
old stock female human with bolt action rifle, bayonet and jumpsuit
mutations: anti-life leech, illusion generation, sonar
Samantha still looks mostly human (albino) and might try to escape gang. She makes illusionary robots to back up gang in battle.
4 member guard group
this gang watch the entry to their ruined bunker hide out or near gang ruined excavations
Pepsee Kolan (Peppi) CON 14 HP 55
Survivor Human with heavy crossbow, 3 frag grenades, chain mail and battle axe
Hates being guard with these lame followers - will attack them if they flee
Wendee Hotdog (Hotdog) CON 14 HP 55
Humanoid Mutant with spear and 3 javelin, soft leather, arrow poison
mutations: Bat Wings, Phobia (fire), photosynthetic skin, hands of power (electrical)
She is looking for a boyfriend to raise her status but her leathery chamo pattern skin makes her hate herself and she likes to skin normal people to make her armour and uses scalps as wigs
Glaarg CON 11 HP 40
Mutant Abomination with a tree trunk club in his claw - crocodile-fish-cow hybrid
mutations: Radiation eyes, gills, teleportation, weight decrease, doubled pain, insanity, heat generation, hands of power
He is moronic psychopath who loves the gang since he joined as bunker dweller decades ago, he is chained to a rock by entrance of their lair
Harry Hellhop CON 13 HP
Mutant rabbit with automatic 5.56mm rifle 40 shot mag, 65 bullets and a spiked baseball bat
mutations: Narcolepsy, antlers, fat cell acumulationx2, confusion
Ex rabbit gang member, red death hope more rabbits will join gang as they eat grass and breed fast, and can be eaten if killed. Harry hops onto people and pins under his blubber if they get close, he is a small arms expert like most gun bunnies. When not fighting he is eating carrots (watsup doc?). He goes crazy if anyone dare call him fat.
3 member tracker gang
These guys cover gang territory looking for tracks they can report to others. If really tempted by weaklings like bunker dwellers they will attack. She hunts food also or helps other gangs hunt enemies. They have a separate lair away from the gang. They all have been lifeleached at start of day when encountered.
Tammy Two dogs CON 16 HP 68 (-6 from life leach)
GM Human with spiked club, flintlock pistol, whip, truncheon, leather armour
Tammy is an expert dog trainer and tracker and the khans daughter, nobody id pure enough for her but her parents hope on finding a GM human husband or at least a mate for her,
Laika CON 11 HP 41 (-6 from life leach)
Mutant dog has no voice box, has no equipment but might grab a weapon on battlefield
mutations: sonic blast, body structure change (bipedal, hands) modified body parts (2d6 bite), fear generation, skin structure change (flammable)
Laika is a violent bitch who hates most other dogs if Tammy doesn't watch her. She obays Tammy who raised her from a pup. She has so far not allowed Boris to mate with her.
Boris CON 16 HP 68 (+2d10 more from life leach)
Mutant dog is quadruped, no hands, no voice box never uses tools just 1d8bite+STR bonus
mutations: Carapace, Heightened STR 21, Chameleon, Life Leech
Boris is jealous of beings who can talk or hold things so he likes to bite hands and throats most. He is made to keep away from gang and sleeps outdoors. He goes first ahead while Laika guards Tammy. He loves Laika and she is only reason he is in gang.
8 member elite guard gang and the Chief
They remain in the bunker but may lead attacks that are safe for them. Stay about the throne chamber looking at treasure and tormenting prisoners. Khan came from a military bunker with his wife 60 years ago.
Khan Redhand CON 21 HP 106GM
Human in steel chest plate and leather, vibro sword and laser pistol, 2 flintlock pistols, chemax grenaide, type III ID, healing pills 12 x 1d6 each, old special forces beret
The ruthless chieftain who kills and eats enemies, old but strong and ruthless while preaching his superiority (think Ricardo Montalbán in original series star trek). Any GM women will be his brides, infuriating his wife and children). If Kahns children are harmed the whole gang go on war path.
Mother Redhand CON 17 HP 85
Wears chain, Chain sword (2d8 1hr power) sawn-off double barreled shotgun, frag grenade
His wife and second in charge, head of his guard (other GM Humans are their children)
Skarr CON 10 HP 40
Humanoid Mutant with battle axe, flintlock, duralloy garrotte, short bow with poisoned arrows
mutations: energy absorption, precognition, Heat generation, wings, periodic amnesia
has white chalky pock marked skin, skinny, giant webbed toes
Skarr is the tribal seer who knows all but about himself. He used to be member of High Island village and could be again.
Dr Gordon 2138 (Doc Gordo) CON 10 HP 21
Old stock Human with duralloy claw, 9mm 8 shot pistol with 2 clips, medkit, 6 x 1d6 healing berries
mutations: empathy, beguiling, death feild generation
Dr gordo is the tribe medic who dreams of starting his own gang - he might use heroes in a scheme and will surrender or play dead if hurt
Falco CON 16 HP 44
Mutant falcon uses no equipment but sometimes drops grenades
mutations: Seizures, physichal reflection, bodily control, hands of power, heightened precision, has wings beak and claws as an animal and extraordinary sight
Falco is a loyal pet and sometimes stops fighting to eat shreds of flesh torn off victims
Kazra Frieswiddat (Kaz) CON 16 HP 89
Female survivor human with laser With Slug thrower type C with 3 clips, 2 frag grenades, a flaming hydrogen lance 3d8 extracts fuel from air 24hrs from hydrogen cell)
Kazra loves the gang but is seeking a mate/slave to bear her children
Kolkut Hambone (Kol) CON 16 HP 89
Humanoid mutant with baseball bat, riot shield, flintlock pistol
mutations: heightened STR 21, mental blast, colourblind, the gamma eye, regeneration, heat reaction, has neon pink spotty skin with patches of grey hair, a bullet head, thickset neck on hunched torso
Kol is a fanatic follower and is first into battle - a canny fighter who uses his mutations well. He lusts after unmutated women and has been told by kahn he will die if touches a GM human woman..
Blag CON 14 HP 53
Abomination stitched into studded and spiked armour, used a parking meter with concrete slab as weapon, not really able to use much else - looks like a hairless pink dog-gorilla-shark hybrid
mutations: duality, heightened STR 21, Insanity, heightened sense (hearing), planar travel
Blag has been the chiefs pet and baggage beast since he resembled a human decades ago. The gang use his planar travel as waste disposal and to banish gang traitors
Garn Metalfist CON 14 HP 51
Cyborg warrior with metalic carapace AC4, all built in - laser pistol (recharges daily), gieger counter, radio, garrotte, hiden in body compartments: duralloy combat knife, frag grenaide
Garn serves the legion of gold in secret but stays close to the khan so reaper can come and kidnap all the purest human stock one day. He offers khan advice and maintains most advanced tech in the bunker. He is looking for a spare atomic cell for the next year to keep him alive.
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