Thursday, 25 October 2012
The Fantasy City
The city is always a highlight of many fantasy games. The urban megadungeon slum sprawl is always fun. The old thieves world pack from chaosium (and pavis and rubble paks), Lankmar and Waterdeep from TSR were always fun and had great maps. I always liked drawing cities and maps as a kid. Im looking in my study for a 6 inch stack of 80s gaming stuff with many city maps and world maps i hope to put here and revise. The best gamer city of all was Fighting Fantasy Pt Blacksand which has some kind of kickstarter happening with new maps now. An episode of adventure time set in a city of thieves was inspirational too.
My players have heeded the invisible sighs around the city that say "Ye below 4th level turn back now!" So Im expecting the next level up they will visit.
The City:
Skullport is the most horrible and unique city in the world. Pirates, whalers and slavers settles inhuman ruins from the elder age about 2000 years ago. In the Elder age it was a multiracial inhuman city of black magic and horror. It was also home to a Necromancer lord for hundreds of years after the Elder age. Sealed houses, mysterious sewers and towers without doors still fill the city.
The Baron who rules now has a sweet deal with the empire and all the pirates only attack the empires friends and allies and enemies. Exiles who come to escape the empire are actually monitored by the secret police of the Barron
Humans are about 70% the population with goblinoids, kobolds and orcs making another 25%. Final 5% is elves, dwarves, ogres and other minor races. Degenerate elder races (serpentmen, lizardmen, spiderwomen, batsfolk, mindflayers, frog men) are rumored in the sewers. The elder races hate humans and remember when man was a slave race.
The City walls are reasonably well maintained but most towers are sealed up. Much of the city is inhabited ruins. Disturbing seals is a crime and a license must be obtained to do so. Squatters can still find a room easily. Slums are pretty common despite the room as mutual defense. Occasionally interslum riots breaks out as gang led agitators lead mobs against each other. Occasionaly a tower seal is boken by some fool and adventurers are rounded up sent in.
Non humans are the rank and file of the army and town guard. Orc pirates are often temporary watch members. Secret police spy on and assassinate trouble makers. Exotic shops and wizard wares can be found with forbidden goods elsewhere being displayed openly. Drug abuse is rife with the state monopolizing black opium (for the poor) and blue lotus (for the rich). Criminals are worked in mines, sewers, wall building, gladiator events, sold as slaves or sold to evil cults as sacrifices and meat. Prison is full of monster humanoids too. Dead and living criminals are hung in gibbets by gateways, put in stocks and their heads put on poles. Some get made into zombies for dirtiest jobs like galley rowers and salt mining or sewer work. Occasional a zombie sewer worker is found wearing clothes in fashion in prehuman times. Jobs in the sewer industry are always needing adventurers so the state sentence trouble makers to sewer cleaning.
Gladiators, pit fighters and backlane brawls are common but the most popular sport is the Barrons Games. Exotic adventurers are sent into the dungeon under the Barrons Palace to retrieve goods. The are watched by wizard eye and displayed to the masses by illusion spells in amphitheaters for the rich. The commoners see puppet show and performances after the fact. Gambling, corruption and thievery are out of control. The basic alignment is Lawful evil but other evil and neutrals are still common.
The districts are separated by walls with gates that are locked at night without a pass. The larger ruined district is least patrolled and least populated (at night things come from he ruins and sewers and cults and gangs use as cover to do their secret work. The six main slumbs, mariners, merchant guilds, rich and ruined are the main districts which may be sub divided as well. Outside the city the farmlands have far more decent and normal folk. The Barron has a death sentence for interfering in food production or harming a farmer or their livestock. Many are yeomen ex soldiers and quite tough. They are used to killing city scum who get in their way.
Piracy and slaves make up the economy - the whalers and sealers were moved to the other side of the island because of the odour. It was also a place the most violent rejects could be sent out of the city. Humans come from all the worlds lands here as traders, pirates or slaves. Temples to the known gods and even some unknown shrines to ancient demons and devils can be found. Some priests are charlatans earning a living by begging and even make fake healing potions). Magics forbidden in hundreds of lands is available here. The university has every school of magic and necromancers and demonic summoners are quite respectable. Grubby magic shops can be found under bridges, in back alleys and the ruins.
I'll do some encounter tales next and maybe find those maps.
Events by area
http://elfmaidsandoctopi.blogspot.com.au/2012/10/how-horrible-is-big-bad-city.html
http://elfmaidsandoctopi.blogspot.com.au/2012/11/urban-fantasy-table-goodness.html
Wednesday, 24 October 2012
Gamma Aeon Tourist Beareau
amazing panorama art from 70s kids transfers - more here: http://www.action-transfers.com/
lots of images for cardboard figure fans too - space1999, kojak, marvel, dc, dr who, kung fu
I suspect this one has a hint of 2000AD comics
Working weekends is cramping my gaming style - may get a DnD game in to finish current dungeon and level up.
So once my gamers are done with Beaver Island, If they dont end up lost in space what next?
Ive hinted various things to see in my Gamma Aeon setting but here are some things to encounter.
Inspirational Stuff:
Im a big fan of The Night Land by William Hope Hodgeson
you can read it hear: http://hilobrow.com/tag/night-land/
Im going to add more evil dwarves and giants as standard mutant types and enemies
Darwins world RPG - only a bit straighter than gamma world - easy to adapt really
Metamorphosis Alpha - what happened to those colony ships
Pandorum - best sf film in 10 years - also see above
The Morrow Project RPG - good story with bases and vehicles with lots of detail
After the bomb aka teenage mutant ninja turtles RPG good for beast-folk
Gurps Autoduel - i use this for outside cyberpunk cities - awesome
Death Valley Free Prison - an outdoor cyberpunk jail for cyberspace game - brilliant
Dark Future - RPG and novels, Games Workshops forgotten carwars-ish game - great vibe
Post Apocalyptic Hero - good source-book with lots to plunder
d20 Modern Apocalypse - ok but christian and angel stuff a waste on me
Aftermath - a bit too gritty but some good game options, and organizations
2000AD comics - Judge Dredd, robots, mutants, weird tech heroism and craziness
A boy and his dog - great bleak film with gangs, a mutant telepathic dog, and an Amish bunker
Mutant future - more monsters and compatible stuff for me - spidergoats!
Iron Dream and Men in the Jungle by Norman Spinrad
Roadwar 2000 80s computer game
Morbis gravis comics from Heavy Metal (a bit too blue but great ruined mutant city ship)
Paranoia - life in a crazy AI run underground city
I want mutant future....
On the road:
Pack beast caravan of traders
Road gang of psychopathic cultists
Pilgrims off to holy place
Ultra-tech roadster of a sanctioned op from a megacity on a quest
Bandits who prey on traders and pilgrims
War-band of adventurers out for trouble
Gladiators on tour - like to drum up support or recruit
Warlord patrol - the tax man, possible pressgang
Tribal Hunters/Tribal cannibals
See a high altitude airship pass (or a ship if near water)
Abominations and chimera fight over travelers
Landsharks!
Acid Rain
Rad Rain
Seed swarm - spores or seeds fill sky
Weirder stuff:
Quake or vulcanism
See a distant brutal battle
Beautiful auroras effect technological items
Ash storm - irradiated ash has been exposed and blows across land
Severe storm, gale force winds
Strange colour fog blocks vision more than 30ft
Gargantuan landscape monster opens an eye in a hillside
Knife Storm - a nanoswarm of edged blades rains then re-vaporizes and moves on
Swarm of critters covers land eating everything in sight
Flesh forest - organ plants over land in quivering mass tended by robots
Huge cloud of mystery matter blocks the sun
A gigantic living gelatinous mass falls from the sky and melts to nothing
Cyborgs with vehicles looking for unmutated humans to cyborg
Poison gas cloud rolls across the land
Undead army marches across land
Nanoswarm or grey ooze stripping the land of elements for somebody
Metallic paving slowly spreading across land, covers several hectares
Mobile building rolling across the land, semi inhabited
Typical Settlements:
Tribal village with a hunt lodge and shaman healer 30-150pop
Truck-stop with general store and wrecked vehicles 20-60pop
Nomad camp 12-200pop
Outcast plague carrier camp - want healing and food 12-40pop
Gangcult camp - always up for killing 12-40pop
Small farming community - dont like trouble makers 30-300pop
Fortified outpost - local powers that be or a cryptic alliance 40-150pop
Lab outpost - scientists and guards up to research 12-40pop
Mining outpost - prospectors for artifacts may dislike claim jumpers 12-40pop
Small Bunker - 12-24pop 1000 cryonic pods
Ruined Shanty Town - semi inhabited ruins 40-200
Small Temple - 12-75pop
Fortified town - a mixed economy and tech settlement 50-500pop
Industrial town - mostly steam and alcohol fueled settlement 100-4000pop
Medium Bunker - 120pop 2000 cryonic pods
Large Bunker - 240pop 4000 cryonic pods
Castle fortress - 200-1000pop
Great Temple - 100-1000pop
Industrial Bunker - stockpiled machines and resourced with caretaker staff 40-2000
Industrialized City - walled mostly steam and alcohol fueled, heavily polluted settlement
Domed City 400-50000pop
Bunker Complex - A subterranean citadel 300-10,000pop
Mega City - super dense termite mound or pyramid walled city, 5 on earth 1 billion pop
Most advanced settlements hide behind walls and forcefeilds and have no interest in wastelanders. Sometimes a gladiator is admitted as a novelty but on the whole mutant scum and non-citizens are shot on sight. Many settlements have had their most advanced tech nobbled by material eating bacterium and nanoids.
Yes i realize the Irony of having over 6 billion sentient in a post apocalypse setting
Whats wrong with this bunker?
(Bunker mutations!)
1 - Morlocks in the lower levels run the show
2- Undead have contaminated the bunker, all dead are cremated or attack
3 - Undead have contaminated the bunker, rulled by vampire cabal
4 - Undead have contaminated the bunker, there is a losing battle in progress
5 - Mutagens have contaminated all the gene stock and population
6 - Radiation is slowly killing everyone
7 - Vermin taint the complex, slowly ruining it
8 - Disappearing population, secret cyborg conversions
9 - Disappearing peaople, population control
10- Disappearing population, cannibalism - high tech recycling of organs and protein
11 - Psychological experiment not a bunker - all inhabitants are test subjects
12 - Selective breeding - for purity, psionics, uniform appearance or other purpose
13 - Colossal mutants and their hordes surround the bunker in a siege
14 - Everyone is a really a replicant or androids
15 - An extreme ideology like scientology or star trek fans dominate
16 - Cryptic alliance are battling for control
17 - The population are docile and drugged eloi
18 - Insanity and degeneracy overrun the complex - a mockery of the past
19 - Humidity has flooded lower levels and damp is ruining everything
20 - Humidity has spread a mutant fungal with strange often lethal properties
21 - Mutant fungi or vegetation has run amok and infected occupants
22 - Overun with infectious abominations and chimera mutants
23 - Bioplague outbreak damns all
24 - Drug abuse rampant
25 - Dictatorship - megalomaniac in power
26 - AI in control is unhinged
27 - All population very young
28 - All population very old
29 - All population male
30 - All population female
31 - Bizarre sexual or other customs
32 - Over taken by sentient animals
33 - Organized crime in control
34 - Police state ruled by security forces
35 - Extreme class differences - think Metropolis
36 - Robots do most work and thinking jobs
37 - Androids "protect" the humans from harm
38 - Populace ignorant about technology
39 - Power shortages, desperate power conservation
40 - Moronic populace slowly grinding to halt
41 - Water shortages - rationed water, no washing water
42 - Air Shortages - air-con on the fritz
43 - Agents within seek to betray all to outsiders
44 - A faction are ready for a coup
45 - Constantly in deep submersive game experience
46 - Subject to mind control technology
47 - Violence and bullying the norm
48 - Everyone frozen and awaiting awakening
49 - A non human species has infiltrated the complex
50 - The power plant is unstable and will possibly explode
51 - Inhabitants immune system un-prepared, contamination spreads
52 - Corrosion of systems or materials from some agent loosed when seals broken
53 - No weapons - inhabitants ill prepared for violence, unskilled
54 - Too many weapons - factional and interpersonal feuds turn into gang war
55 - Primitive regression - inhabitants believe bunker is magic world
56 - Cult takes over, sacrifice trouble makers and leaders abuse their powers
57 - Inhuman Cast - the ruling cast are of a different sub-species (Dominators, GM Human)
58 - Slave state - workers controlled with brutal force and treated like cattle
59 - All seems nice but AI routinely harvests organs and hides in mega storage freezer
60 - All over 30 are recycled or escape
61 - All are clones of original inhabitants
62 - All are inbred clones of one family with only a half dozen members
63 - An eco system of flora, fauna and machines has reached homeostasis
64 - Paranoid AI keeps away outsiders and is the law
65 - All have coloured skin symbiote giving them unnatural primary skin colours
66 - All belong to one ancient ethnic group and are intolerant of others
67 - Military bunker base - plan to conquer the outside
68 - Filthy and corroded but mostly functional, with low tech additions
69 - Youth gangs patrol corridors and bully people
70 - Inhabitants immortal til seal broken, all very angry
71 - Evil scientific researchers cruelly dissect and study things from surface
72 - Automated prison for most dangerous scum, frozen genetic criminals for study
73 - Monastic and mystical religion operates the bunker as a monastary
74 - Military Unit - frozen rangers - orders never received so have stayed put
75 - Biological components overgrown making whole bunker a living creature
76 - Terraforming equipment activated, hyper evolving inhabitants into new creatures
77 - Open for decades, runs as a trade town perhaps keeping bunker a secret
78 - Cannibalism and mutations evolving into ghouls or mutants or morlocks
79 - Freezing - all dress in arctic jumpsuits and other adjustments
80 - Boiling - sweaty polluted hell hole which kills the weak
81 - Partially flooded, inhabited by amphibious Atlanteans or Fish Animen servants
82 - Madness has spread, the AI now runs as a mental hospital staffed by androids
83 - A cryptic alliance has turned into a secret base
84 - The inhabitants have a special secret mission which dominates their lives
85 - Every one has a single true breed stable mutation or a mental mutation
86 - Black Lab - has automated DNA assemblies to breed monsters and plagues
87 - A Secret Society rule the bunker and actually influence surrounding survivors towns
88 - Many levels have been abandoned and are now dangerous to enter
89 - Brains are collected and stored or operate mecha, humans are servant scientists
90 - Symbiotic organism has modified populace into a slave hive mind
91 - Flammable - explosive, fuel or gas residue makes place a deathtrap
92 - Cavern complex is connected to bunker, inhabited by nightmares
93 - Automated factory - could make tens of thousands of rifles or other things
94 - AI with terraforming nanofac has made very strange world
95 - Hidden bio-habitat level with wilderness and possibly farms and savages
96 - Teleporter with uplink send to moon, bottom of sea, space or somewhere exotic
97 - AI unaware populace are dead, keeps everything going as normal
98 -00 Roll twice again
here is a page on what 50 years can do for a bunker
http://noadventure.com/bomb-shelter/
Remember lighting a torch or flame in a dungeon may activate long dormant fire extinguishers
lots of images for cardboard figure fans too - space1999, kojak, marvel, dc, dr who, kung fu
I suspect this one has a hint of 2000AD comics
Working weekends is cramping my gaming style - may get a DnD game in to finish current dungeon and level up.
So once my gamers are done with Beaver Island, If they dont end up lost in space what next?
Ive hinted various things to see in my Gamma Aeon setting but here are some things to encounter.
Inspirational Stuff:
Im a big fan of The Night Land by William Hope Hodgeson
you can read it hear: http://hilobrow.com/tag/night-land/
Im going to add more evil dwarves and giants as standard mutant types and enemies
Darwins world RPG - only a bit straighter than gamma world - easy to adapt really
Metamorphosis Alpha - what happened to those colony ships
Pandorum - best sf film in 10 years - also see above
The Morrow Project RPG - good story with bases and vehicles with lots of detail
After the bomb aka teenage mutant ninja turtles RPG good for beast-folk
Gurps Autoduel - i use this for outside cyberpunk cities - awesome
Death Valley Free Prison - an outdoor cyberpunk jail for cyberspace game - brilliant
Dark Future - RPG and novels, Games Workshops forgotten carwars-ish game - great vibe
Post Apocalyptic Hero - good source-book with lots to plunder
d20 Modern Apocalypse - ok but christian and angel stuff a waste on me
Aftermath - a bit too gritty but some good game options, and organizations
2000AD comics - Judge Dredd, robots, mutants, weird tech heroism and craziness
A boy and his dog - great bleak film with gangs, a mutant telepathic dog, and an Amish bunker
Mutant future - more monsters and compatible stuff for me - spidergoats!
Iron Dream and Men in the Jungle by Norman Spinrad
Roadwar 2000 80s computer game
Morbis gravis comics from Heavy Metal (a bit too blue but great ruined mutant city ship)
Paranoia - life in a crazy AI run underground city
I want mutant future....
On the road:
Pack beast caravan of traders
Road gang of psychopathic cultists
Pilgrims off to holy place
Ultra-tech roadster of a sanctioned op from a megacity on a quest
Bandits who prey on traders and pilgrims
War-band of adventurers out for trouble
Gladiators on tour - like to drum up support or recruit
Warlord patrol - the tax man, possible pressgang
Tribal Hunters/Tribal cannibals
See a high altitude airship pass (or a ship if near water)
Abominations and chimera fight over travelers
Landsharks!
Acid Rain
Rad Rain
Seed swarm - spores or seeds fill sky
Weirder stuff:
Quake or vulcanism
See a distant brutal battle
Beautiful auroras effect technological items
Ash storm - irradiated ash has been exposed and blows across land
Severe storm, gale force winds
Strange colour fog blocks vision more than 30ft
Gargantuan landscape monster opens an eye in a hillside
Knife Storm - a nanoswarm of edged blades rains then re-vaporizes and moves on
Swarm of critters covers land eating everything in sight
Flesh forest - organ plants over land in quivering mass tended by robots
Huge cloud of mystery matter blocks the sun
A gigantic living gelatinous mass falls from the sky and melts to nothing
Cyborgs with vehicles looking for unmutated humans to cyborg
Poison gas cloud rolls across the land
Undead army marches across land
Nanoswarm or grey ooze stripping the land of elements for somebody
Metallic paving slowly spreading across land, covers several hectares
Mobile building rolling across the land, semi inhabited
Typical Settlements:
Tribal village with a hunt lodge and shaman healer 30-150pop
Truck-stop with general store and wrecked vehicles 20-60pop
Nomad camp 12-200pop
Outcast plague carrier camp - want healing and food 12-40pop
Gangcult camp - always up for killing 12-40pop
Small farming community - dont like trouble makers 30-300pop
Fortified outpost - local powers that be or a cryptic alliance 40-150pop
Lab outpost - scientists and guards up to research 12-40pop
Mining outpost - prospectors for artifacts may dislike claim jumpers 12-40pop
Small Bunker - 12-24pop 1000 cryonic pods
Ruined Shanty Town - semi inhabited ruins 40-200
Small Temple - 12-75pop
Fortified town - a mixed economy and tech settlement 50-500pop
Industrial town - mostly steam and alcohol fueled settlement 100-4000pop
Medium Bunker - 120pop 2000 cryonic pods
Large Bunker - 240pop 4000 cryonic pods
Castle fortress - 200-1000pop
Great Temple - 100-1000pop
Industrial Bunker - stockpiled machines and resourced with caretaker staff 40-2000
Industrialized City - walled mostly steam and alcohol fueled, heavily polluted settlement
Domed City 400-50000pop
Bunker Complex - A subterranean citadel 300-10,000pop
Mega City - super dense termite mound or pyramid walled city, 5 on earth 1 billion pop
Most advanced settlements hide behind walls and forcefeilds and have no interest in wastelanders. Sometimes a gladiator is admitted as a novelty but on the whole mutant scum and non-citizens are shot on sight. Many settlements have had their most advanced tech nobbled by material eating bacterium and nanoids.
Yes i realize the Irony of having over 6 billion sentient in a post apocalypse setting
Whats wrong with this bunker?
(Bunker mutations!)
1 - Morlocks in the lower levels run the show
2- Undead have contaminated the bunker, all dead are cremated or attack
3 - Undead have contaminated the bunker, rulled by vampire cabal
4 - Undead have contaminated the bunker, there is a losing battle in progress
5 - Mutagens have contaminated all the gene stock and population
6 - Radiation is slowly killing everyone
7 - Vermin taint the complex, slowly ruining it
8 - Disappearing population, secret cyborg conversions
9 - Disappearing peaople, population control
10- Disappearing population, cannibalism - high tech recycling of organs and protein
11 - Psychological experiment not a bunker - all inhabitants are test subjects
12 - Selective breeding - for purity, psionics, uniform appearance or other purpose
13 - Colossal mutants and their hordes surround the bunker in a siege
14 - Everyone is a really a replicant or androids
15 - An extreme ideology like scientology or star trek fans dominate
16 - Cryptic alliance are battling for control
17 - The population are docile and drugged eloi
18 - Insanity and degeneracy overrun the complex - a mockery of the past
19 - Humidity has flooded lower levels and damp is ruining everything
20 - Humidity has spread a mutant fungal with strange often lethal properties
21 - Mutant fungi or vegetation has run amok and infected occupants
22 - Overun with infectious abominations and chimera mutants
23 - Bioplague outbreak damns all
24 - Drug abuse rampant
25 - Dictatorship - megalomaniac in power
26 - AI in control is unhinged
27 - All population very young
28 - All population very old
29 - All population male
30 - All population female
31 - Bizarre sexual or other customs
32 - Over taken by sentient animals
33 - Organized crime in control
34 - Police state ruled by security forces
35 - Extreme class differences - think Metropolis
36 - Robots do most work and thinking jobs
37 - Androids "protect" the humans from harm
38 - Populace ignorant about technology
39 - Power shortages, desperate power conservation
40 - Moronic populace slowly grinding to halt
41 - Water shortages - rationed water, no washing water
42 - Air Shortages - air-con on the fritz
43 - Agents within seek to betray all to outsiders
44 - A faction are ready for a coup
45 - Constantly in deep submersive game experience
46 - Subject to mind control technology
47 - Violence and bullying the norm
48 - Everyone frozen and awaiting awakening
49 - A non human species has infiltrated the complex
50 - The power plant is unstable and will possibly explode
51 - Inhabitants immune system un-prepared, contamination spreads
52 - Corrosion of systems or materials from some agent loosed when seals broken
53 - No weapons - inhabitants ill prepared for violence, unskilled
54 - Too many weapons - factional and interpersonal feuds turn into gang war
55 - Primitive regression - inhabitants believe bunker is magic world
56 - Cult takes over, sacrifice trouble makers and leaders abuse their powers
57 - Inhuman Cast - the ruling cast are of a different sub-species (Dominators, GM Human)
58 - Slave state - workers controlled with brutal force and treated like cattle
59 - All seems nice but AI routinely harvests organs and hides in mega storage freezer
60 - All over 30 are recycled or escape
61 - All are clones of original inhabitants
62 - All are inbred clones of one family with only a half dozen members
63 - An eco system of flora, fauna and machines has reached homeostasis
64 - Paranoid AI keeps away outsiders and is the law
65 - All have coloured skin symbiote giving them unnatural primary skin colours
66 - All belong to one ancient ethnic group and are intolerant of others
67 - Military bunker base - plan to conquer the outside
68 - Filthy and corroded but mostly functional, with low tech additions
69 - Youth gangs patrol corridors and bully people
70 - Inhabitants immortal til seal broken, all very angry
71 - Evil scientific researchers cruelly dissect and study things from surface
72 - Automated prison for most dangerous scum, frozen genetic criminals for study
73 - Monastic and mystical religion operates the bunker as a monastary
74 - Military Unit - frozen rangers - orders never received so have stayed put
75 - Biological components overgrown making whole bunker a living creature
76 - Terraforming equipment activated, hyper evolving inhabitants into new creatures
77 - Open for decades, runs as a trade town perhaps keeping bunker a secret
78 - Cannibalism and mutations evolving into ghouls or mutants or morlocks
79 - Freezing - all dress in arctic jumpsuits and other adjustments
80 - Boiling - sweaty polluted hell hole which kills the weak
81 - Partially flooded, inhabited by amphibious Atlanteans or Fish Animen servants
82 - Madness has spread, the AI now runs as a mental hospital staffed by androids
83 - A cryptic alliance has turned into a secret base
84 - The inhabitants have a special secret mission which dominates their lives
85 - Every one has a single true breed stable mutation or a mental mutation
86 - Black Lab - has automated DNA assemblies to breed monsters and plagues
87 - A Secret Society rule the bunker and actually influence surrounding survivors towns
88 - Many levels have been abandoned and are now dangerous to enter
89 - Brains are collected and stored or operate mecha, humans are servant scientists
90 - Symbiotic organism has modified populace into a slave hive mind
91 - Flammable - explosive, fuel or gas residue makes place a deathtrap
92 - Cavern complex is connected to bunker, inhabited by nightmares
93 - Automated factory - could make tens of thousands of rifles or other things
94 - AI with terraforming nanofac has made very strange world
95 - Hidden bio-habitat level with wilderness and possibly farms and savages
96 - Teleporter with uplink send to moon, bottom of sea, space or somewhere exotic
97 - AI unaware populace are dead, keeps everything going as normal
98 -00 Roll twice again
here is a page on what 50 years can do for a bunker
http://noadventure.com/bomb-shelter/
Remember lighting a torch or flame in a dungeon may activate long dormant fire extinguishers
Labels:
apocalypse,
bunker,
DnD,
fallout,
future,
gamma world,
mutant,
OSR,
RPG,
Space,
tentacles,
vault
Friday, 19 October 2012
The Gamma Age
http://gakuranman.com/post-apocalyptic-images-of-japan/
Added some sidebar stuff - ill build links later but marvel one awesome. Should probably add star frontiers, gurps 3rd ed and Top Secret.
20 Questions for my Gamma Aeon Game
1 How long ago was the fall of Man?
About two hundred years ago, current year 2447after 50 years of the Shadow Wars and the alien contamination of the earth with the necrovirus
2 What happened?
Hard to blame one thing - decadence, anti-tech terrorism, alien undead making necrovirus, wars, machine revolts from virus wars, a global blackout, bio-agent leaks into environment, genesis nanoswarm or counter evolutionary retrovirus release - there are many theories. One claim is the Ancients didnt die - it faded when the ultra rich hid in their bunkers and domes and orbitals left those outside to rot. There are several megacities in the world with ultra dense populations. Some ancients even fled to the stars in the starship Warden and others.
3 What sort of tech can survivors find?
Steam and diesel industrial era tech has been reclaimed by many survivors, but most live in tribes.Ancient tech had made lasers and energy weapons, self aware robots and AIs, moon bases and orbitals. The most advanced tech of the past include death rays, disintegration, power armour and teleporters and anti gravity. More advanced tech is more difficult and hazardous if misused. Some items have security locks and even AI 's which operate the tech on your behalf or kill you.
4 What about nature?
There is very little life resembling Old Earth. Every living thing has new organelles, nanobugs and modified DNA in cells not possible till 2170. The necroplagues infects a life form and reanimate them as monsters on death. A retro evolutionary virus has made many old species into huge and aggressive mega-fauna (and turns humans into savage ape cretures). Trilobites and lost species have been rediscovered. There are weird weather types, lab grown forests of flesh, and many surreal Gamma Age phenomena. Ancients not only planned to destroy the world but how to revive it. Many developed terraforming nanofactories to recreate the world. These ended up being the most destructive weapons, destroying cities and billions of people.
5 What about monsters?
Some bio-plagues allowed cross species contamination, others were engineered for some other purpose like labour or military. Most creatures are omnivorous. Familiar 20th century animals are fictional easy to kill beasts of the past. Mutated common species being more like megafauna or mutated. Undead ancients slumber in ruins and occasionally arise. The controlling force that drove them to eat billions in the shadow years stopped before the apocalypse.
6 What about plants?
Triffids were bread and were profitable at the end - they were cross contaminated and are the fathers of most moving, self aware species. Pod people plants were developed as a weapon of espionage so some Gamma folk kill plants who pretend to be human. Giant redwood forests have taken over the northern hemisphere, some growing like skyscrapers with a population. Some plants have become symbiotic on living animals like umbilical trees or brain-root plant or house trees which grow food and drugs for humans who live in them and keep away tree eaters.
7 What about trade?
Cryptic alliances and many communities trade. Even machines and plants trade. Many places are isolated and in hiding. The bubble cities and mega cities trade with zeppelins, self repairing drones and vehicles like underground rail. Towns and cities usually thrive on trade as do crossroads and caravan routes. Barter is the main currency. Domars are dead chips that have come to be used as a currency.
8 What about law and order?
Local warlords are common as are syndicates in cities. Local militia protect many but a small town might just have a sheriff and his posse or a bailiff and his beadles. Courts are common as are jailers, and torturers. Hangmen or axe or sword wielding executioners are common. Injustice is common. Some places employ machines.
9 What Healing is available?
Even tribal people know good first aid. Everyone desires ancient wonder drugs which can so amazing things. Ancient medical equipment and medical robots can perform wonders. Cyborging is employed by some AIs but they may chip you as property. Some gamma fauna and plants can be refined into drugs.
10 What about religion?
Ancient theism and metaphysics are pretty much that - beliefs of the past only. Supernaturalism and psuedo science has become one. AIs are machine spirits. Electricity is divine power. Machines and mutagens are good or evil depending on your cult. Manny gamma cults and philosophies exist which fill roles of cults. Christians and Mormons exist but their fragmented beliefs are a demented parody at best. A Mutant messiah has been making progress and preaches love and unity but his fanatic followers bodies litter trade routes but keep coming.
11 What about ruins?
Ruins are common especially in Amerikkar. The population was so dense in the end times there are materials and technology aplenty to be found. Many cultures have come and gone since the apocalypse so remains of the last few hundred years settlement are to be found also. Undead, other looters, cryptic alliances and mad machines may be found in ruins. Some ruins are contaminated or dominated by a species which keep it looter free and make them treasure troves.
12 How many survivors are there?
At about 2170 there were 35 billion people which dropped to about 4 billion at the start of the 23nd century. Estimates of the gamma age are hard. there may be 5 billon people packed into megacities, domes and bunkers still. Outside including beast folk, and sentient mutants there are probably a billion. There are millions of androids and robots and AIs. Plants are uncertain but several aggressive strains are becoming a force.
13 What about synthetic life? Robots are still quite common serving villagers, guarding ruins and following ancient orders. Many are on standby waiting their mastrs to come home. Many more are mad and dangerous. Androids require chemical factories and many are always looking for tech to keep them immortal. Some androids are insane and utterly hostile due to military and terrorist virus which alters the androids purpose and change their colour. Replicanst are possibly still being made some places or awakened from pods found in installations. Some want to just fit in to society others go on a murdering spree seeking means to continue their lives beyond their use by date. Cyborg tech is operated by some independent black labs and by the occasional ancient base AIs. Many cyborgs are tracked by their makers even brain washed and remotely controlled. Machine virus and control nanites are a real threat. High tech viruses used by military or terrorists can turn any synthetic to go mad or lose control to an enemy. Some machines develop viruses to assimilate other machines.
14 What about mutations?
Nuclear Chemical Biological and Nanite mutagens are all possible. Many mutagens are responsible for mutations and some are combinations of several agents working to create new emergent properties. Some of these agents, present in most Gamma Age life can be influenced by radiation causing them to alter their host and establish a new homeostasis or possibly just kill them. Gamma survivors are also contaminated by anti-mutagens also which help them heal, resist poison, radiation and things that would kill 20th century life easily. Some mutations are temporarily - positive anti-mutagens fight back. Some agents can communicate to agents in other bodies.
Main agents are:
Retrovirus - which devolves species;
Necrovirus an alien agent which turned humans into flesh eating machines (the controlling force stopped before the end times);
Sapiensvirus - made to uplift species intelligence to be closer to human (plant and animal versions), Pigment Symbioses - alter a persons skin and hair colour - (used in ancient race wars) - but most create bizarre colouration by coating the being. Some feed off radiation or sunlight.
Psionvirus - basis for psionic powers;
Chimeravirus - actively scrambles species and cross-contaminates species DNA to create monsters with base appetites, turn into hideous hybrids strains eventually turn the victim into inhuman horrors that contaminate kill and mate with other species.
Morlockism - turns humans to nocturnal, clever cannibal who seek to enslave and eat humans; Eloi-ism - used by morlocks to create dumb beautiful food and sex slaves,
Shoggothism - turns beings into form shifting regenerating horrors
15 What about underwater?
Sentient sea kingdoms reappeared in the sea before they returned to the land. Sentient fish, sea serpents are common, but bizarre giant jelly brains and mega whales command respect too. Uplifted cetaceans and sea lions were used by military and even made into cyborgs operating from submarine bases. Some human aqua cities survived or have populated ruins. Atlanteans are Aquatic humans descended from ancients. Many are now wild savages but some live in ultra tech finery. Automated untouched ships and habitats are still common.
16 What about space?
Many ground bases, starports and rocket ranges exist as ruins. Radio stations and dishes are still operational (under AIs or alliances). There are inhabited and and ruined orbitals, satelites and ships in orbit - some are studied by astrologers. Rumours of aliens, lost asteroids habs and humans modified for low gravity (greys?) abound. Humanity had a bases on mars, jupiter and saturn but they were under control of the Necrovirus. They were the home source of the necrovirus control source which something stopped about 2170. It is unknown if anybody has been their since. A generation ship uncompleted sistership of the Warden is rumoured to be out there. Rumours of off-world colonies continue.
17 Who do we get to eat?
Sometimes finding non sentient food is a problem, just sayin it. Gamma age farmers have genetic super crops and giant mutant animals. Occasionaly you discover your own animals have developed sentience and human-beast communities find their own way to deal with this. Some mutant cows and goats trade their milk for food and protection. Chickens hate humans fanatically more than any other animal. Pigs go either way. This is a constant source of contention in the Gamma Age.
18 What should we Fear?
The island settlements are mostly safe but the crazed cult swampies, beaver vikings and odd mutant are a menace. The ancient crypts have undead and machines and morlocks. The lakes are swarming with hostile life making water travel deadly. Beaver and otter musk keeps many creatures away and is for sale. Contaminated zones have more hideous mindless mutant horrors and remnants of mutagenic and worse ancient munitions.
19 Where are we now?
King beaver Island is a safe island in the great lakes. Surrounded by small island and in sight of the mainland invaders occasionally come, but the Beaver folk always drive them back. Most beaverfolk are Neo-Mormons, but some are still pagan vikings or savage tribal beavers. The island has numerous ruins and ancient bunkers. There is an untouched automated airfield still, guarded by robots. Inbred mutant rednecks are either friendly drunks or killer cultists. A human trade outpost from the mainland runs a ferry but a giant fish keeps the island mostly visitor free. A few Otterfolk offer their gigantic kin as boats for fire also.
20 Whats there to do around here?
Local bunkers and a few old lighthouses can be found. More on the local islands. King Beaver is looking for adventurers for commissions to keep law and peace on the island and advance beavertech. A pilgrimage to pitzburke ruins might be a goer. A trip to the treasure troves of space is a dream of King Beaver.
Added some sidebar stuff - ill build links later but marvel one awesome. Should probably add star frontiers, gurps 3rd ed and Top Secret.
20 Questions for my Gamma Aeon Game
1 How long ago was the fall of Man?
About two hundred years ago, current year 2447after 50 years of the Shadow Wars and the alien contamination of the earth with the necrovirus
2 What happened?
Hard to blame one thing - decadence, anti-tech terrorism, alien undead making necrovirus, wars, machine revolts from virus wars, a global blackout, bio-agent leaks into environment, genesis nanoswarm or counter evolutionary retrovirus release - there are many theories. One claim is the Ancients didnt die - it faded when the ultra rich hid in their bunkers and domes and orbitals left those outside to rot. There are several megacities in the world with ultra dense populations. Some ancients even fled to the stars in the starship Warden and others.
3 What sort of tech can survivors find?
Steam and diesel industrial era tech has been reclaimed by many survivors, but most live in tribes.Ancient tech had made lasers and energy weapons, self aware robots and AIs, moon bases and orbitals. The most advanced tech of the past include death rays, disintegration, power armour and teleporters and anti gravity. More advanced tech is more difficult and hazardous if misused. Some items have security locks and even AI 's which operate the tech on your behalf or kill you.
4 What about nature?
There is very little life resembling Old Earth. Every living thing has new organelles, nanobugs and modified DNA in cells not possible till 2170. The necroplagues infects a life form and reanimate them as monsters on death. A retro evolutionary virus has made many old species into huge and aggressive mega-fauna (and turns humans into savage ape cretures). Trilobites and lost species have been rediscovered. There are weird weather types, lab grown forests of flesh, and many surreal Gamma Age phenomena. Ancients not only planned to destroy the world but how to revive it. Many developed terraforming nanofactories to recreate the world. These ended up being the most destructive weapons, destroying cities and billions of people.
5 What about monsters?
Some bio-plagues allowed cross species contamination, others were engineered for some other purpose like labour or military. Most creatures are omnivorous. Familiar 20th century animals are fictional easy to kill beasts of the past. Mutated common species being more like megafauna or mutated. Undead ancients slumber in ruins and occasionally arise. The controlling force that drove them to eat billions in the shadow years stopped before the apocalypse.
6 What about plants?
Triffids were bread and were profitable at the end - they were cross contaminated and are the fathers of most moving, self aware species. Pod people plants were developed as a weapon of espionage so some Gamma folk kill plants who pretend to be human. Giant redwood forests have taken over the northern hemisphere, some growing like skyscrapers with a population. Some plants have become symbiotic on living animals like umbilical trees or brain-root plant or house trees which grow food and drugs for humans who live in them and keep away tree eaters.
7 What about trade?
Cryptic alliances and many communities trade. Even machines and plants trade. Many places are isolated and in hiding. The bubble cities and mega cities trade with zeppelins, self repairing drones and vehicles like underground rail. Towns and cities usually thrive on trade as do crossroads and caravan routes. Barter is the main currency. Domars are dead chips that have come to be used as a currency.
8 What about law and order?
Local warlords are common as are syndicates in cities. Local militia protect many but a small town might just have a sheriff and his posse or a bailiff and his beadles. Courts are common as are jailers, and torturers. Hangmen or axe or sword wielding executioners are common. Injustice is common. Some places employ machines.
9 What Healing is available?
Even tribal people know good first aid. Everyone desires ancient wonder drugs which can so amazing things. Ancient medical equipment and medical robots can perform wonders. Cyborging is employed by some AIs but they may chip you as property. Some gamma fauna and plants can be refined into drugs.
10 What about religion?
Ancient theism and metaphysics are pretty much that - beliefs of the past only. Supernaturalism and psuedo science has become one. AIs are machine spirits. Electricity is divine power. Machines and mutagens are good or evil depending on your cult. Manny gamma cults and philosophies exist which fill roles of cults. Christians and Mormons exist but their fragmented beliefs are a demented parody at best. A Mutant messiah has been making progress and preaches love and unity but his fanatic followers bodies litter trade routes but keep coming.
11 What about ruins?
Ruins are common especially in Amerikkar. The population was so dense in the end times there are materials and technology aplenty to be found. Many cultures have come and gone since the apocalypse so remains of the last few hundred years settlement are to be found also. Undead, other looters, cryptic alliances and mad machines may be found in ruins. Some ruins are contaminated or dominated by a species which keep it looter free and make them treasure troves.
12 How many survivors are there?
At about 2170 there were 35 billion people which dropped to about 4 billion at the start of the 23nd century. Estimates of the gamma age are hard. there may be 5 billon people packed into megacities, domes and bunkers still. Outside including beast folk, and sentient mutants there are probably a billion. There are millions of androids and robots and AIs. Plants are uncertain but several aggressive strains are becoming a force.
13 What about synthetic life? Robots are still quite common serving villagers, guarding ruins and following ancient orders. Many are on standby waiting their mastrs to come home. Many more are mad and dangerous. Androids require chemical factories and many are always looking for tech to keep them immortal. Some androids are insane and utterly hostile due to military and terrorist virus which alters the androids purpose and change their colour. Replicanst are possibly still being made some places or awakened from pods found in installations. Some want to just fit in to society others go on a murdering spree seeking means to continue their lives beyond their use by date. Cyborg tech is operated by some independent black labs and by the occasional ancient base AIs. Many cyborgs are tracked by their makers even brain washed and remotely controlled. Machine virus and control nanites are a real threat. High tech viruses used by military or terrorists can turn any synthetic to go mad or lose control to an enemy. Some machines develop viruses to assimilate other machines.
14 What about mutations?
Nuclear Chemical Biological and Nanite mutagens are all possible. Many mutagens are responsible for mutations and some are combinations of several agents working to create new emergent properties. Some of these agents, present in most Gamma Age life can be influenced by radiation causing them to alter their host and establish a new homeostasis or possibly just kill them. Gamma survivors are also contaminated by anti-mutagens also which help them heal, resist poison, radiation and things that would kill 20th century life easily. Some mutations are temporarily - positive anti-mutagens fight back. Some agents can communicate to agents in other bodies.
Main agents are:
Retrovirus - which devolves species;
Necrovirus an alien agent which turned humans into flesh eating machines (the controlling force stopped before the end times);
Sapiensvirus - made to uplift species intelligence to be closer to human (plant and animal versions), Pigment Symbioses - alter a persons skin and hair colour - (used in ancient race wars) - but most create bizarre colouration by coating the being. Some feed off radiation or sunlight.
Psionvirus - basis for psionic powers;
Chimeravirus - actively scrambles species and cross-contaminates species DNA to create monsters with base appetites, turn into hideous hybrids strains eventually turn the victim into inhuman horrors that contaminate kill and mate with other species.
Morlockism - turns humans to nocturnal, clever cannibal who seek to enslave and eat humans; Eloi-ism - used by morlocks to create dumb beautiful food and sex slaves,
Shoggothism - turns beings into form shifting regenerating horrors
15 What about underwater?
Sentient sea kingdoms reappeared in the sea before they returned to the land. Sentient fish, sea serpents are common, but bizarre giant jelly brains and mega whales command respect too. Uplifted cetaceans and sea lions were used by military and even made into cyborgs operating from submarine bases. Some human aqua cities survived or have populated ruins. Atlanteans are Aquatic humans descended from ancients. Many are now wild savages but some live in ultra tech finery. Automated untouched ships and habitats are still common.
16 What about space?
Many ground bases, starports and rocket ranges exist as ruins. Radio stations and dishes are still operational (under AIs or alliances). There are inhabited and and ruined orbitals, satelites and ships in orbit - some are studied by astrologers. Rumours of aliens, lost asteroids habs and humans modified for low gravity (greys?) abound. Humanity had a bases on mars, jupiter and saturn but they were under control of the Necrovirus. They were the home source of the necrovirus control source which something stopped about 2170. It is unknown if anybody has been their since. A generation ship uncompleted sistership of the Warden is rumoured to be out there. Rumours of off-world colonies continue.
17 Who do we get to eat?
Sometimes finding non sentient food is a problem, just sayin it. Gamma age farmers have genetic super crops and giant mutant animals. Occasionaly you discover your own animals have developed sentience and human-beast communities find their own way to deal with this. Some mutant cows and goats trade their milk for food and protection. Chickens hate humans fanatically more than any other animal. Pigs go either way. This is a constant source of contention in the Gamma Age.
18 What should we Fear?
The island settlements are mostly safe but the crazed cult swampies, beaver vikings and odd mutant are a menace. The ancient crypts have undead and machines and morlocks. The lakes are swarming with hostile life making water travel deadly. Beaver and otter musk keeps many creatures away and is for sale. Contaminated zones have more hideous mindless mutant horrors and remnants of mutagenic and worse ancient munitions.
19 Where are we now?
King beaver Island is a safe island in the great lakes. Surrounded by small island and in sight of the mainland invaders occasionally come, but the Beaver folk always drive them back. Most beaverfolk are Neo-Mormons, but some are still pagan vikings or savage tribal beavers. The island has numerous ruins and ancient bunkers. There is an untouched automated airfield still, guarded by robots. Inbred mutant rednecks are either friendly drunks or killer cultists. A human trade outpost from the mainland runs a ferry but a giant fish keeps the island mostly visitor free. A few Otterfolk offer their gigantic kin as boats for fire also.
20 Whats there to do around here?
Local bunkers and a few old lighthouses can be found. More on the local islands. King Beaver is looking for adventurers for commissions to keep law and peace on the island and advance beavertech. A pilgrimage to pitzburke ruins might be a goer. A trip to the treasure troves of space is a dream of King Beaver.
Thursday, 18 October 2012
Gamma Skills
I'll probably have to revise my previous lists a bit but here is my gamma skill list. I'll pdf whole bunch of gamma posts into one when I find out how to do that here. Tempting gamma miniatures on kickstarter at moment too. I love kill crazy gun buns.
I'm intriged that many DnD gamers dont like skill lists and complain of choices yet use a skill and feat and spell system and have character class specific abilities. I find spell/feats in current editions unreadable and visually unappealing with names that are not descriptive. Guess my years as a Chaosium fan made me skill crazy. My DnD clone (EMO Rules) have even more skills and have made more than a few basic classes unnecessary. I provide a dozen or so examples of buying skills which equate to sub classes). A Gamma edition of EMO might be a funny follow up and twin project. Mutant-Maids and Octopi perhaps. But I do like this Lite version of skills emphasizing Gamma Age skills. I'm also glad to not feel guilty for using the horror term : "proficiency".
Gammaworld Skills
Some skills are split as Gamma Era (tech I-III) and Ancient Era versions (tech IV-VI). Gamma Era skills (tech I-III) and even are based on religion, superstition and ignorance rather than science eg Robot-Lore/Robotics-Ops. Everything for Gamma era skills is worded as ritual and magic while Ancient Age science teaches materialism, observation and experimentation. Though at the end-time machines did much of the thinking and innovation. Some skills like Conspiracy Theory, Cannibalism and Occult Lore are more a measure of ignorance than real useful knowledge but they impress yokels and madmen. Players welcome to justify other exotic skills from other games.
Species Stock base skills = Base skills
Tech Leval +1Tag skill and possibly bonus weapons
Cryptic Alliances +1 Tag
INT Bonus in skills
+1d4 skills
Will get various tag skills from tech and race +1d4 + Int bonus more
learn a new one with a month study under a teacher or one per year self study
Advanced skills
- these sub skills require a basic skill as prerequisite
Interpersonal
Bargain - haggling and trading
Beg - begging for food, mercy and boot-licking
Bluff - bluffing, scamming, fast talking
Bribe - persuade others through gifts, know right subtle bribes
Diplomacy - art of negotiation and making peaceful contact
Interrogate - questioning and torturing
Intimidate - bully and terrify others into obeying
Leadership - command and recruit followers, keep morale
Merchant - know of trade and mercantile practices of the land
Motivation - reading of person gives +3 other interpersonal skills
Orate - public speaking and emotive persuasion
Protocol - (Starting Type eg military, tribal, bunker, feudal, cult) fit into disciplined groups
Seduction - use sexual appeal to manipulate others
Streetwise - deal with criminals and black market
Artist (type) - guitar, poetry, painter, junk sculptor, food, prostitute or many more, could link to existing craft or tech skill to make beautiful utility items
Knowledge
Research - can examine records and documents efficiently
Farming - can manage land to produce food
Philosophy - logical debate and reason to solve problems
Law - know local legal customs and speak in convincingly in court
Midwifery - how to deliver babies safely and keep mother and child alive
Human Lore - human culture for non humans like apes and plants
Conspiracy Theory - intemperate irrelevant facts with crazy explanations
Ancient Lore/History - knowledge of ancients ways
Beast Lore/Zoology - knowledge of creatures wild and domestic
Mutant Lore/Genetics - knowledge of mutagens, mutants, selective breeding
Radiation Lore/Physics - knowledge of energy fields, forces and rays
Plant Lore/Botany - knowledge of vegetation and fungus of wilds and farms
Psionic Lore - knowledge of mental powers and tech
Plague Lore - knowledge of diseases and their treatment and germ weapons
Poison Lore - knowledge of poisons and their treatment and toxic weapons
Occult Lore - knowledge of supernatural powers and magic
Number Lore/Maths - advanced counting and calculus
Drug Lore/Pharmacy - knowledge of ancient and folk medicine
Engineer - apply to craft, lore and tech skills on industrial scale
Ruin Lore - knowledge of ancient cities and gamma age hazards
Technology
Prospecting - expert at finding useful junk and identifying valuables in ruins
Salvage - maximize valuable scraps from robots, vehicles and stuff
Craft (Blacksmith, Mining, Sailor, Cook, gunsmith, Jeweler, brewer, etc)
Mechanical Lore - knowledge of mechanics and hydroponics
Electric Lore - knowledge of power transmission, storage and production
Electronic Lore - knowledge and repair of basic electronic devices
Fuel Lore - knowledge of brewing fuel from organic stuff and minerals
Radio Lore/Radio Ops - knowledge of communications devices
Computer Lore/Computer Ops - basic knowledge of computers
-Programing Lore/Computer Programmer - advanced knowledge computers
Robot Lore/Robotic Ops - knowledge of robots
Android Lore/Android Tech - knowledge of androids and replicants
Healing Lore/Medicine - knowledge of treating serious wounds, med-tech
Sleeper Lore/Cryonics - knowledge of suspended animation and revival
Rocket Lore/Rocketry - knowledge of rockets, missiles and spacecraft
Drive (car/wagon/chariot/bike) operate a type of ground craft
-Offensive Drive - can make split move attacks with vehicle, no hit penalties
Pilot (plane/remote/boat/shuttle/mole/sub) operate a type of craft
-Offensive Pilot - can make split move attacks with vehicle, no hit penalties
Repair - knowledge of basic improvised repair of goods
Scuba Lore/Scuba Ops - knowledge of underwater survival and life support tech
Chemical Lore/Chemistry - ID chemicals, brew acid, explosives, poison
Armour Lore/Power Armour Ops - can operate and repair armour
Cyborg Lore/Cyberware tech - can repair and install prosthetic and implants
Security Lore/Security Ops - knowledge of defensive tech, surveillance, traps
Demolitions - make and use high explosives, bombs, fuses
Building Lore/Construction - construct buildings and other structures
Survival
Healing/First Aid - heal 1d4 hits after a fight
Sense Radiation - feel rad fields and mutagen exposure
Scout - find fastest path through wilderness
Hold Breath - Full con instead on 1/3 con in rounds
swim - can swim and even stay afloat 1 round per PS if encumbered
Track - can follow trails, identify dung and cover tracks
Quartermaster - pack goods for groups, beast of burden 20% less enc
Navigate - calculate location with tools, maps, sun and stars
Ride (animal) - ride beast, no hit penalties and split move and attack
Cannibalism - can live off own kinds flesh without care
Hunting - art of stalking, killing and butchering game
Foraging - find foodstuff from trash to animals and weeds
Make Fire make fire with minimal tools in adverse conditions
Find Water - find drinkable water and basic filtration methods
Taste Poison - assess food and water for contamination
Smell - assess odors like food, enemies, most animals have this
Cooking - knowledge of preparing good food, preservation, purification
Sneak - move quietly and avoid detection
Hide - avoid detection using cover, shadows, camouflage
Listen - detect sound or foes, can listen to ground or eavesdrop
Spot - detect clues, enemies, hidden things
Climb - climb anything but even better with rope and tools
Jump - land accurately, -1d6 fall, jump further without falling over
Combat (-2 to hit if unskilled with weapon, half missile fire rate)
Blind Fighting - half penalties for fighting blind
Night Fighting - half penalties for fighting or spot at night
Fast draw - avoid -4 penalty for drawing weapon or use to surprise
Fast Load - load ammo 1/2 speed
Brawling - 1d3 unarmed attack with any body part and grapple
-Martial Arts - 1d4 damage
-Master Martial Arts - 1d6 damage
Back Stab - x2 damage if ambush from behind
Alertness - +4 initiative, light sleeper
Burst Fire - minimum of average number of hits with burst fire
Double Tap - extra gun shot if has ammo
Extra Attack - second melee attack with different weapon or limb
Expert (Weapon) +1 hit and damage
- Specialization (Weapon) +2 hit and damage
-Master (Weapon) +3 hit and damage
Armour - can use unpowered armour 1/2 move penalty and mass
Shield - +1AC with shield, can use as a weapon if needed d4 or d6
Swords - use any sword
Axes - use any axe - melee or thrown
Clubs - use any blunt - melee or thrown
Spears - use any spear- melee or thrown
Polearms - use any
Bows - use any
Small Blades - use any - melee or thrown
Crossbows - use any
Flail - use any articulated weapon, chain, flail, whip, nunchuck, net
Throw - any thrown thing from shuriken to boomerang
Slings - sling, staff sling, slingshot, slingshot, woomera (atlatl)
Firearms - knowledge of cased and shell weapons and ammunition Tech III-IV
Advanced Weapons - knowledge of high tech weapons V-VI
Improvise Weapons - make tech I-II weapons from natural and scavenged goods
Blackpowder - use muzzle loading muskets, cannons, make powder charges and bombs
Incendiaries - use of napalm, arson, flamers, molotovs
Exotic Weapon (any one doesn't fit above - blowpipe, lasso or exotic hi-tek)
Parry- exchange hit damage with block incoming attack instead
-Riposte - extra attack against anyone successfully parried
Push - exchange hit damage with knock-back 1/3 PS core in M and DEX save or fall
Power Armour - can operate hi tech defenses
Tuesday, 16 October 2012
Retro RQ world - game logs and gods
More archaeology from RQ files
this is a campaign log from the game - i dont understand it all and remember only some of this
Part 1. (1592-1599 After. Founding.)
St Clubfoot of Ironforge Dwarf Smith, Hero of Iron God Ulfgar, The White Haired
Sir Fredrikos Earth-Dragon of Kanos Magus-Lord, Clan-founder, Son of Tithera the Oread
Lord Goldclaw of Spingeldton, Hero and Son of of the Cat Goddess Ushther
St Timatus the Flail of Monstan Bleeding Martyr, scholar and explorer from Wearlund
Salimar the Pirate King Magus and father of many pirate lords who now rule Inner sea
St Godori the Golden Sage Founder of the Solari Order of Monks, once Lamnutain farmboy
Harmag the Horned Hunter Sorcerer and Hunter Lord, Survivor of Lomordian Cataclysm
Tatharsten the Highcarl Viking Prince, Lawspeaker, Champion of Ulfgar the Iron God
Gnashtgraal the Werewolf King Lord of Elderwood, Demons Bane, Iron Jaw,
Heroes met as adventurous youths. They spent years looting ruins and monster slaying. They were employed by the Takarsian Duke to hunt chaos. They explored Elderwood, voyaged to Into the Underworld and killed the Vampires of Castle Skyford. Stole Dragons eggs and ate them rather than loose them in a river accident with a serpent. Gained power, settled down and married. Explored the Rowanac Pyramid of the Elderswamp. Forty years later returned to world. Salimar left to hunt the Hell Fleet. Others reclaimed the lost lands and traveled to the mysterious otherworlds. St Clubfoot and Gnashtgraal killed the demon of Iron mountain. Many left towns and kin behind. Many others were finally lost in the Otherworld.
Part 2. (1642-1969 After Founding.)
Sir Darion Earth-Dragon Bison Rider, Illuminate, Chaos Cursed, Wizard, Demonsbane
Lady Sun Horse Barbarian Farmer Girl turned diplomat and Healer, married Baron
Wolf-Who-Rides-Horses Nomad Shaman, and trapper of monsters and slaves,
Lady Dorm Skyfrost Lost Barbarian heir of the famous keep, Mercenary broker and banker
Khan Daranthar Moon Nomad, Hawk Friend, Kin of the Moon Horse Khan
Lord Voran Runewolf Rescued prisoner, Helped save from bankruptcy, Noble ally
Sir Alistoras Sunhorse Shepherd Rescued and adopted child of Lady Sun-Horse
St Gunuvar Lightningschild Bard who opened the northlands to trade
Khan Storm Bison Master of the Unbreakable Axe, Champion of Skyfrost Keep
Sir Garreth the Short - Dwarf thief and wizard, rebuilder of Ironforge
Tanthael the linkboy turned Bard
The heroes meet down and out and luckily gain employ from the king of Takarsia under Hunderbrecht the kings man, as messengers. On the way they were attacked by assassins and healed by villagers. They asked but a favor; kill the Great Worm within one year and a day. They traveled widely through the land and even met the Great Dakarian Horse Khan and his horde. Met Earth-Dragons Clan who as alway attracted trouble and opportunities. Back home the Master died. Knighted by King Mantifex to call the Council of Kingdoms. Battle the Worm and satisfied their dept. Meet Queen Hypolat who tells of pasts and destiny. Spent months training. Competed in the Games of Igendar. Then explored Hellwood Forrest and found the lost ruins of Skyfrost Keep still partly cursed. Sir Darion killed the Demon of Skyfrost Keep, returning it to the rightful heir.
Elsewhere after wintering with a housecarl, other traveling youths who had been stranded by snow, hunted a “Trollbeast” who killed clansfolk. They followed its trail to the City of Stone, which had thawed from a glacier. They set an evil spirit free to ruin the world there. An old Dwarf Lord tells them of their responsibility. Explored the holy caves of the Earth Age, the well of souls before returning to the city. The spirit now embodied recovers evil artifacts from the past. He makes allies with monsters and sends them against the heroes. Driven to a city they consulted the Moon Oracle. They returned the next year and slew him in his lair. They were rewarded with magical fungi from the dark elves. With these they seized power from the other side.
Then they joined kings men to being knighted and bequeathed land. They helped negotiate peace with Nomad hordes and agreed to settle them. Food supplies were sabotaged and stolen, sending the nomads on the warpath. Many bitter nomads survived and remembered the treachery and vowed revenge. Alas those which survived the journey would take many years to recover. The Entaranian Empire, believing the Barrier lands weakened, attacked. The Heroes were quested to stop their Lamnutainian allies support, so they went through the lost mountain pass. They met a minor demon, giants, formarians, fatchans, volcano cults, and blocked the pass forever. Bison walker earned the hate of Bangarigor the god of corruption. Having blocked the pass they were stranded. After finding a city they rested. They battled a Lamnutain expedition and Gunuvar struck Sunheart Goldbrow dead with a lightning bolt he called from the god Ferris. They fled to a stronger but independent city (with heavy tax), and stayed for a time.
After traveling their separate ways they returned with many victories and new secrets. Sir Darion went to Kanos, slew a Minotaur, met the king and returned with distant kin. Wolf-Who Rides-Horses became a shaman and accumulated a tribe of wolf-folk primitives and nomads. Sir Garreth studied spells then flew home, the guest of satyrs, Oreads and other dwarves. Bisonwalker robbed and killed a great She troll and her guard, giving him a fortune in gold. All studied, married and rested.
Then they went north to aid Bisonwalker and Wolf-Who-Rides-Horses find their ancestral ground among the kingdoms of chaos. Bisonwalker was even challenged by a powerful giant formarian champion of Bangarigor. Both found their ancestors, Sir Darion was obligated by a Duncow who saved his ancestor to help them free the herds of the underworld. Gunuvar converted hundreds to Ferris worship then traveled home in the form of a lightning bolt with news of a chaos crusade and new converts. Gunuvar gained fame as the finder of the trade route through the red wastes.
On the return home to raise a crusade they battled evil ogres hidden as good farming folk. They penetrated their cavern sanctuary. In killing the clan ogre father and releasing undead into the fungi forest, they drove the cult of Karima the severed goddess into the wasteland. They easily slew the ogres son and made truce with their ogre ally to battle a mighty demonic fiend. The fiend near killed Earthdragon after one of it’s head was blasted to cinder by Gunavar. Finally they slew it. The ogre women and aged fled with treasure and called a pitfiend upon them. Then they traveled to Eldara, finding many treasures and possible friends among young adventurers from exotic lands.
They spent a year raising the crusade. Garreth Low returned to Ironforge and brought openhanded dwarven crafters, an alchemist, a wizard and a even a cannon. With these friends, they killed a dragon and many river serpents. Earth Dragon fort was under siege by The King of Marrus and a chaos horde of Bangarigor. Gunivar spread her faith around the lake, working towards being a Champion and saint hood. Gondo Holst, Grandpa, Mother and Jezra the Harlot led many ogres to kidnap, ransom and slay the heroes kin. The beast nomads used their terrible heroquest gained powers to spread their kind far. They called down the elder beasts to win their wars. Wolf-Who-Rides-Horses whelped a litter of a huge prehistoric breed of wolf long gone in this world. She rules the Hellwood forest and hunted the evil of Hellwood to Morvia.
Finaly prepared they led the crusade north, burning Morvia and the lands of chaos to ash. They re-established the ancient capitol of Eldros for Stormbisons empire.
Endnote
Well sounds like the end was happy - sounds alot more epic than my current potholing murder hobos. I also remembered we would all bring cats to our sessions. Lots of burmese were fun.
If I could just find those maps. Ill post the world here some time. I have lots of cities too which were big fun. Have lots of notes on gods too.
I ran 2 groups in my Ancient Babylon game for few years after this.
Gods
Most worshipers didn't formally acknowledge the elemental nnitarian system of classifying gods but they did detail the most important ones. Other minor gods existed but were considered unimportant bu the element scheme. Some of these gods were character in a previous games from 84-94 (earlier cycle of reality). A little reward for for being awesome players.
The EARTH Gods The gods of Earth, Growth and Nature
Preserve the Life Force!
Earth Pantheon Ruling Deities
Elanir - Greater Earth Goddess, Mother of the Gods, Ruler of the Earth, Lady of Life, Mistress of Nature
Harkanos - Greater Earth God, Lord of the Hunt, Master of Underworld, Father of Beasts, Ruler of Spirits
Earth Pantheon Associate Deities
Feloras - Major Goddess, Lady of Joy, Queen of Flowers, Spring Virgin, Bringer of Vitality, Growth-Maker
Dalatan - Major Goddess, Goddess of Beasts, Queen of Passion, Mistress of the Wild, Woodland Huntress,
Astorak - Major Goddess, Lady of Blood, Queen of Vengence, The Red Goddess, Destroyer of Monsters
Hirama - Major Goddess, Home Goddess, Harvest Mother, Caretaker of Souls, Bringer of Childbirth
Dagthoa - Major God, Lord of Youth, Master of Fertility, Bringer of Freedom,
Marlergi - Major God, King of Plants and Wisdom, The Green Man
Garlwyn - Major God, Lord of Earth and Bronze, Land Builder
Belraig - Major God, Lord of Beserkers and Battle, Chaos Killer, the blue boar
Earth Pantheon Nuetral Deities
Forms of Earth, Metal, Homes, Stones, Healers, Midwives, Farmers, Slings, Flails, Mauls, Cattle, Elk, Swine, Bear, Dog, Snake, Fowl, Moa, Potatoes, Beans, Oats, Trees, Beetles, Ants, Forests, Hills, Swamps, Feilds
Earth Pantheon Hostile Deities
Shumgora - Greater Goddess, Lady of Hunger and Poison, Mother of Monsters
Bangarigor - Major God, Lord of Mutation and Carrion, Lord of Corruption
Baranlak - Major God, Lord of Plague and Destruction, Despoiler of Enamies, Broo father
Tanaldar - Major Goddess, Lady of Pestilance and Famine, Queen of Sorrow
Morgorma - Major Goddess, Lady of Change and Blight, The Slime Goddess
The SOLAR Gods The gods of Fire, Light and Truth
Bring Order to the World!
Solar Pantheon Rulers
Tyranius - Greater God, Lord of The Sun, Emperor of Heaven, Father of Law
Solaria - Greater Goddess, Mother of Light, Lady of Warmth, Empress of Peace
Solar Pantheon Associate Deities
Protar - Major God, King of Light and War, The Bright God
Danius - Major God, Lord of Justice and Culture, Bringer of Civilization
Monstan - Major God, Lord of Truth and Knowledge, Father of Writing
Olmanda - Major God, Lord of Fire and Skill, The Fire Clown
Jelene - Major Goddess, Lady of Forsight and Virtue, White Goddess
Kyranis - Major Goddess, Lady of Love and War, Bringer of Life and Death
Eadgeld - Major Goddess, Lady of Gold and Trade, Patroness of the Arts
Gamelda - Major Goddess, Lady of Healing and Compassion, Healer of the Heavens
Solar Pantheon Neutral Deities
Fires, Chariots, light Sources, Heralds, Kings, Knights, Watchmen, Bows, Spears, Swords, Oxen, Cats, Dogs, Hawks, Geese, Eagles, Horses, Snakes, Corn, Wheat, Flowers, Bees, Butterflies, Deserts, Jungles, Grasslands
Solar Pantheon Hostile Deities
Ithyrion - Greater God, Lord of Desert Storms and Jealous Rage, Scarlet Emperor
Taganikus - Major God, Lord of Darkness and Deception, Shadow of the Sun
Braal - Major God, Lord of Volcanoes and The Forge of War, Lord Hellfire
Tarpena - Major Goddess, Lady of Vice and Temptation, Mother of Succubi
Heskan - Major Goddess, Lady of Pain and Pleasure, Scorpion Queen
The STORM Gods The Gods of Sky, Death and War
Destroy Your Enamies!
Storm Pantheon Ruling Deities
Kerganaton - Greater God, Lord of the Sky, Master of Death, Father of Battle
Naragyana - Greater Goddess, Lady of Darkness, Mistress of the Underworld, Mother of Storms
Storm Pantheon Associate Deities
Brotun - Major God, Lord of Thunder and Rain, Monster Slayer
Ulfgar - Major God, Lord of Iron and Runes, Artificer
Ferrus - Major God, Lord of Lightning and Communications, Messenger
Garimbar - Major God, Lord of Justice and Death, The Executioner
Ranea - Major Goddess, Lady of Wind and War, Shield Maid
Arran - Major Goddess, Lady of Doom and Destruction, Black Goddess
Makarsa - Major Goddess, Lady of Cold and Fury, Queen of Wind
Hegari - Major Goddess, Lady of Wealth and Secrets, Keeper of Treasure
Storm Pantheon Neutral Deities
Forms of Wind, Storms, Weapons, Poets, Warriors, Chiefs, Sheildmaids, Axes, Spears, Swords, Bison, Rhinos, Aurochs, Mammoths, Wolves, Ravens, Eagles, Vultures, Crickets, Sheep, Mountains, Plains, Coasts
Storm Pantheon Hostile Deities
Ganaton -Greater God, Lord of Terror and Might, Father of Giants
Lorthar - Major God, Lord of Mystery and Deception, Black Man
Temparak - Major God, Lord of Slaughter and Murder, Mansbane
Malotzig - Major Goddess, Lady of Madness and Ill omen, Queen Nightmare
Laykos - Major Goddess, Lady of Night and Undeath, Defiler of Dead
The LUNAR Gods The gods of Water, Magic and Mystery
Study The Mysteries!
Lunar Pantheon Ruling Deities
Anastaria - Greater Goddess, Lady of Mystery, Mother of Magic, Mistress of the Moon
Volkrad - Greater God, Lord of Water, Father of The Sea, Bringer of Life
Lunar Pantheon Associate Deities
Celestine - Major Goddess, Lady of Beauty and Dreams, Queen of the Mists
Lirada - Major Goddess, Lady of Water and Purity, Mother of Rivers
Tathelas - Major Goddess, Lady of Silver and Stars, Guardian Star
Makala - Major Goddess, Lady of Ice and the Underworld, Preserver of Life
Sindar - Major God, King of Mastery and War, Champion of Heaven
Varvetch - Major God, King of Shadows and Cunning, Prince of the Night
Kostak - Major God, Lord of Mystery and Secrets, Astrologer of Heaven
Marcosi - Major God, King of Explorers and Ships, Fates Sailor
Lunar Pantheon Nuetral Deities
Stars, Lunar Phazes, Time, Astrologers, Queens, Prophets, Bows, Sicles, Sabres, Axes, Goats, Cats, Dogs, Hyena, Owls, Swans, Turtles, Antelopes, Snakes, Bats, Moths, Mushrooms, Islands, Coasts, Rivers, Lakes
Lunar Pantheon Hostile Deities
Tekamis - Greater Goddess, Queen of Chaos and Disorder, Eater of Gods
Sythona - Major Goddess, Lady of Cold and the Deep, Mistress of Hells Fleets
Kengasu - Major God, Lord of Ignorance and Desire, Bringer of False Law
Taskar - Major God, Lord of Conquest and Slavery, Lord of Bondage
Karmara - Major Goddess, Lady of Butchery and Mutilation, Mother of Slaughter
I have more detail on this later
One of my old RQ game worlds i found...
Im in for a working weekend and i suspect this will continue till Dec
im doing 2 live artist gigs so will possibly be poopy
My gammaworld prep is ready to go and my DnD group is finishing off stuff so no excuse to make anything new for a while
So here is the notes of an old fantasy campaign from the early 90s - ill get the maps later
Looking back now i can see it has some Melnebonian and gloranthan influence
I was thinking of having a post apocalypse science fantasy DnD next so I may rework this. The funny things you find - i have a box of maps, character sheets and dot matrix docs from the 80s i did on my commodore computer so i may unearth some here
Part 1. The Dawn Age (0-1879 1st Age.)
One hundred Human tribes were brought to the war blasted surface of the world to repopulate it and to serve the gods. Many tribes wandered to the wildest places and lived on equal terms with nature and the wild spirits. Some with their beast kin wandered the great plains, the haunted oceans and the mountain rift valleys never to settle down. Others built towns and even cities. Humans were pious and strong, thus they were the chosen servants of the gods.
The city builders arose on the holy rivers of the far north. After many dynasties came and went, the most bloodthirsty kings of the cursed lands devised terrible means to enslave the world. They were the first Empire and all hated them for their plundering and blood thirsty ways. Then the Eldren came, a semi divine race in league with dragons who slew the monster empire god Ashari and cursed them forever more. But the Eldren and Dragons would not leave. They came not to liberate humanity but to Enslave it. Eventualy the Eldren and Dragons allies parted ways and the dragons retreated. Eldren who remained on this world fell to demon worship and sorcery, becoming the Rowanac. When the Rowanac began to Tax souls a rebellion exploded, ruining the Rowanac attempt to conjoin the six worlds and causing their magical island to sink beneath the waves forever.
Part 2. The Bright Age (1879 2nd Age.)
Among the civilized people remaining (including many Rowanac slave Races) heresy flourished and competed. Many saints and prophets arose and led their people to the wilderness to create new colonies or to be massacred by savages. One Prophet, Mexlor founded the Elemental Unitarian Church and invited other races to take part. During the great council of Takarsis meeting of 1879 the unity of Mexlors creed was torn and initiated a terrible war driving the splitters into ruin. Then Mexlor attempted to spread the worship of the dread gods to slay their enemies. Another faction objected and were also slaughtered in a great war. When Mexlor had decimated most of the west the Elder races returned and destroyed him and his capitol. Mexlor was denounced by the sorceror saints of the west as an agent of Khaos and so crusaders came to exterminate any survivors.
Barbarians were the main threat to civilization and most trade was by coastal peoples such as the Sea Kings. As the lords of light and Dragon Hordes of the east kept civilization on it’s toes, The machine people arose in the West to rival the sons of sorcererdom. Their mechanistic and atomic philosophy gave them an organizational edge over the fuedalists and earned them the hatred of all. Finally the gods flooded their lands and all nature rebelled against them. The second crusade burned all remaining strongholds. The Beastlords claimed the machine peoples crown and destroyed their strange alien science. Machine people were destroyed when there emperor was finally killed, and the beastlord worshiping nomads of the great frigid plains destroyed what remained.
Lamnutainia was the last empire of any note. It united by land and sea of the known world.It has shrunk but left its mark on many lands.
Part 3. Since The Sundering (3122 3rd Age.)
After a terrible series of earthquakes, monsters, god battles, volcanoes and floods, the survivors crept from their strongholds into a new wilderness. The elder races have returned en-mass to renew their ancient battles. The heroes of old have shrines, cults and communities to their name. From the walled lands of Earthdragon Hill, new heroes set about to explore their shattered world meeting the elder races, monsters, lost humans, demigods and more.
Sinister new forces are preparing to overwhelm all Kanos, but like all peoples they must first make new maps. Since the Sundering, the great continents of old are gone, as are the maps which accompany them. New sailing ships have restored contact between the sundered lands.
Nations separated for millennium are now growing hostile. Each land has adopted a philosophy to survive the aeons alone. Now their neighbors follow incompatible creeds, and so war has become the means of correcting their blasphemous ways.
The ancient veils which separate worlds have been weakened by the calamity. There are five worlds in all frequently visited by mortals at present. Heretics travel them seeking allies, weapons and new magic.
1. Sauria Dominated by dragons, reptilians and other species except mammals
2. Cryptia Dominated by undead, ruins, magical constructs and ancient demonic entities
3. Feylund Dominated by Elder races such as elves, dwarves, trolls and many others
4. Beastlund Dominated by beastfolk tribes, animals and rugged wilderness
5. Primordia Dominated by men, giants, gods and remnants of inhuman civilizations
Basically its a world of genocide, bitter history and fragments of ancient civilization still to be found. A fine place to find ruins and enemies.
Sunday, 14 October 2012
...Meanwhile back in the Dungeon
Back to Exile Island DnD (Octopi & Elfmaids variant rules)
Having leveled some of the gang were keen to go dungeon crawling.
Meh, The Blood Druid
Has been learning some new blood magic allowing him to stockpile bucket loads of healing berries. As he didnt exactly help the cleric when he died - only fair he be party healer now. Also learned to sacrifice dying foes during battle to enhance spell effects. Now may heal himself after battle by consuming slain blood. Yay for blood druids.
Emy, Lady Wizard from the tower of Birds
Keen to impress local necromancers she tried to learn scythe. Unwilling to go through effort of finding a new school, so she kept her formal school training going. Gone all gothic since her cleric friend died. It will be amusing to see how demented you can get as LG and do it sweetly. Emy has specialized her summoning spells to summon giant birds - axebeaks, eagles, owls. Her raven has developed full thought to thought link and has learned some cantrips. Shame she only has tween girly cantrips that make things shiny and sparkly.
A few followers have not returned since the death of the cleric but two came along
Nick the thief
shell shocked by undead and prone to cowardice since the death
Ulf the horseless horse nomad
likes the blood druid and is always keen to burn a town
So they climbed up the mountain to the secret entrance and walked in. They went the coldest scariest lifeless direction and killed some dwarf zombies and made some 90 degree turns. The Druid summoned two huge monitor lizards during one battle who tore zombies apart. Eventually they found a torchlit zone with garbage and bugbear musk. Emy was noting that as a rare wizard who could use a bow perhaps she should and stop chromatic-orbing monsters so much. Everyone seems very concerned about undead who need silver or magic weapons to harm. Good. Nick flees from several fights and returns. When looting an old body Nick discovers a lesser revenant who proceeds to strangle him while the party beat its regenerating body to crumbs and burned them.
Goblin and cult graffiti increased and dungeon lice, centipedes and those damn colonies of spiders that clutter up dungeons. Some mad cultists almost got the party in a trap but they got wary and backed off to their own trap point. The Druid sprouted some seedlings on a muddy floor then magically entangled the cultists in vines so the party could fill them with arrows. The Druid proceeded to collect blood in in bowl and dedicate the dungeon to fungus and the eradication of humanoids. The party stared at him gobsmacked when a door opened and hobgoblins, goblins and bugbears charged out.
Emy called a cloud of blood finches from her robes swarming the corridors and demoralizing all the low HP critters. Ulf kills 3 Hobgoblins with his awesome arrow fire, while Nick fights up close and Emy does her best to use a staff. Nick and The Druid halt the advance and a bugbear kills the sole surviving hobgoblin for fleeing. The finches scatter to the dungeon but totally forced away the goblin support. Nick and the Druid are badly beaten by Bugbears before Ulf's arrows mow them down to one Bugbear.
The Druid tried to Parley
"obay us and give us your treasure!"
The Bugbear quipped back something like:
"Begone outsiders! Keep back you haven't seen our worst!
Emy unimpressed at his lack of surrender started beating on him with the others and the bugbear was carpet in a few moments.
The Trusty Blood Druid dolled out healing berries as drums began to beat. He quickly led the party towards them ignoring 6 other passage and doorways to surprises a goblin drummer. Meanwhile from those passages came hobgoblins and bugbears aplenty. It was probably their toughest battle yet with everyone feeling lumps. Ulfs composite bow was destroyed with a hobgoblin critical forcing him into the role of light weak HP swordsman. Nick actually did some awesome blows on a bugbear redeeming himself a bit. Out of spells and wounded the party finished the last healing berries. They nabbed some loose chump change from corpses and resisted the temptation to go the unexplored short route out. They killed a freshly dead adventurer zombie they knew from town and even found a dungeon tribe territory map and a stonewall scroll while searching with detect magic.
So they hid in the woods with the Druid's pets (even though there is an inn only a few hours a way - this druid keeps everyone sober with his woodland hermit antics). They watched the Dungeon and noted new dwarf zombies sprouting from the forest graveyard and lumbering to the Dungeon to re stock it. The party after the first one started killing them and saw some living dwarfs. They had heard of a secret Dwarf town nearby and were keen to parley parley so they sent Nick as the negotiator as the dwarf speaker was on holiday. The dwarves liked Emy best as she was LG and liked their songs.
This got them invited them to Dwarftown in the middle of the Dungeon. The Dwarves warned them about evil Dwarves might harm the party but they welcomed the heroes to stay and trade. They invited the heroes to help solve the mystery of what curse is on these Dungeons. Cashing in the last of their Dark elf erotic sculpture, candelabras and odd magic doodads they repaired Ulfs bow and enchanted the Druids unique sword and Emy's staff. Nick and Ulf get interested in a brace of pistols but the technics are intimidating. They saw dwarves fill a machine with food then turn to grey predigested slurry and get canned.
A good session of looting in a few hours. Everyone has gone for simpler initiative system and even volunteered to roll once per battle (but terrain or other factors might re-roll). Some new spells were toyed with and one horribly abused so a good short session. They will probably crack the Dungeon next session then hit the city for next level up.
Friday, 12 October 2012
Gamma Mega Dungeon Beaver Feaver
Somewhat fallout inspired large bunker design
small and medeum ones on my flickr gamer folder
http://www.flickr.com/photos/konsumterra/sets/72157631656547261/
I just need character sheets - i think ill keep skills simpler than i originally thought - gammaworld is a game where you mutate or die rather than learn.
You awake on uncomfortable metal benches in what seems to be a decrepit field hospital. Kit metal shelves full of scrap and boxes of junk. You are wearing comfortable jump suit which has seen better days judging by puncture repairs and stains. As you sit up and rub your head a spectacled man through an armored window gives you thumbs up smiling. A metal door opens and a man inside an armoured bio-hazard suit enters he gestures you to get up and to grab your backpacks from your foot lockers.
Your life growing up in the bunker flash like a holovid before your eyes. Everything seems as you remember it but run down and decrepit. You are led to a huge battered room with more armored bio hazard troops and what must be the Bunker door.
A voice over a loud speaker crackles on as klaxons sound and the massive doors begin to open.
"Intrepid explorers of a new world we salute you! Your heroic efforts have bought us time in the struggle to maintain the machine works we all need to survive here in Heavenly Haven. Now we must call upon you again to serve us. You have been treated to resist the chemical, biological and nano-technological weapons found outside. We bid you continue to be patient while we develop a treatment to the nerve gas you were most recently afflicted with. Even though your memories of us are flawed be assured we who remain here prey for you everyday to return to a secure life here in heavenly haven. Your loved ones and family need those supplies".
The doors are open and a sunlit green is beyond. Humidity and bird calls greet you. The ABC Trooper hands you a list -
"Heres what we need, now go get looking, you've got 2 days of food and anything you see is probably gonna eat you or worse".
Stuff we need (do not let outsiders see this list)
-Atomic fuel cell - from a vehicle
-any other batteries or power cells
-400 gauge recycling filters from a bunker
-a bicycle or any you can find
-any good condition weapons found
-decontaminate and bag any interesting specimens
-any remains of other explorers and their equipment
-any cybernetic electronic parts from robots or computers
Also gives sanitary spray and roll of 6 CD body-bags if they ask about bagging specimens
Return in two days with even some of these and receive more food and ammunition
Explorers also remember fragments of warm friends and family, patriotic survivalist urges, history footage of shadow years. War, terrorism, alien necroplagues, the super rich abandoning the world by hiding in shelters brought the world to its edge. Nations planned not just how to destroy the world but how to rebuild it. Species and workers would need to be replaced by androids and genetic creations. Your people forged by the fires of history are destined to rebuild the new world. But its still a bit too hazardous yet.
Might need some daleks - genesis of the Daleks was a fave of mine, 2nd dalek movie with cyber goons good too. An enchanted meat forest of transplant organs with organ donor pigmen and robots protecting it.
Thursday, 11 October 2012
Gammaworld: Beaver Planet!
Things on High Island
Heavenly Haven Bunker Estate - characters start here
each bunker is about a kilometre apart
each has local encounter table
Bunker1 - a wet stinking hole with a clod of bugs and garbage strewn about. Semi flooded, filled with monsters lairs including a sleeth family, zombie beaver, an owl bear and a carrion crawler. Occasional rat and killer roach swarms hide in rubbish, some contamination. Mostly full of rubbish but scrap wire, metal, domestic goods, fragments of shadow years documents. Armoury sealed with crazy security bots and warrior androids inside some arms and stores survive. No power, frozen pods are all long empty some with horrified corpses sealed inside
1 - Sleeth hunter with musket returning home with sack of mystery game
2 - Rat swarm - colonial organism may infect victim to join
3 - Roach swarm - swarm of piranha roaches
4 - Wild dog pack - rabies infected and many mutated
5 - Sleeth children playing with ruined human toys - look stupidly at party
6 - Giant centipede, 3m long, purple and yellow - injects mutagenic radium venom
7 - Drunk hillbilly with badly damaged firearm
8 - Exploding android child - dirty high tech landmine - wearing clean jumpsuit
9 - Intelligent fungus - watches party, absorbs local energy and batteries
10 - Sleeth with assault m-16 rifle he made a robot build him
11 - Cultist writing cult graffiti attacks blaspheming interlopers
12 - Giant Rat with eye fungus growing over face, follows and watches
Bunker2 - dank and cold - breath fogs, stripped bare to metal, no sign of life or habitation, dim flickering lights. Mostly stocked with necrovirus contaminated undead, with a zombie lair, a ghoul lair and a vampire lair. They have been living off frozen humans for decades. The vampire has a medical android to revive victims and several ghoul hounds. Since the necrovore alien command on mars was killed they have been on standby for 200 years. Any captives might get frozen for later or infected to replace undead troops - vampires are utterly alien and hostile. Most of the bunker is stripped bare but power and medibay fine.
1 - 2d12 zombie giant rats
2 - 1d4 ghoul hounds
3 - 1d3 ghoul giant rat
4 - 2d6 zombies
5 - 1d4 ghouls
6 - medical android will treat wounds
7 - vampire lover - as ghoul
8 - vampire and 1d4 ghoul hounds
9 - ghouls with just de-thawed prisoner
10 - as above but infected with ghoul necrovirus
11 - black ooze - will infect with necrovirus - victim turns to ghoul on death
12 - cultists bringing meat for dead as sacrifice, hope to become undead
Bunker3 - Sealed with warning signs with skulls. If persistent attempts to open wardroid and GM humans in power armour with lasers come out. This bunker holds hostile frozen GM millitamen awaiting the governors commands.
Bunker4 - Hellrazor Gang Fort, strewn with garbage, bones, graffiti and blood spatters, emergency lighting only (red). Gang has set up shop and is trying to revive frozen to sell as slaves, the failures are made into biodiesal or food. Also make molotovs and explosives and candles and drugs. Classic punk mutant cannibals with mutant members and a few heretic beavers.
1 - Cultist cell in robes with daggers sacrificing mutant puppy, high on drugs
2 - Bikers - with dirtbikes, chains, shotguns and bad attitudes looking fer kicks
3 - Mutant gangers with primitive weapons looking to get better weapons and slaves
4 - Mutant with abomination on leash hungry for food and sex
5 - Chimera absorbing another mutant, other mutants watching are turned on
6 - Gang Torturing and eating prisoners, too busy to care about party
7 - Slaves and captives too scared to leave - need force
8 - Mutant harlots offer a good time, pet abomination gimp, cheap
9 - Mutants having violent cannibalistic sex with chimera
10 - Gang cook with clever and chef hat chasing a swampie child and his pup stealing food
11 - Gang dogs led by feral gang child swarm party
12 - Gang beaver and mutant pal bet who can kill the most party members
The Big Bunker
Population 130 with 4000 frozen berths, all run down and decayed but functional. Population fearful, in decline and using clones to explore outside for parts. Have a few robots also. Several lost levals they might send party into.
High Island Tribe
Remnant non mormons mostly fishers and farmers. They retreat behind wall at night to avoid mutants, undead and morlocks. Population 90. Many are former bunker occupants who escaped or were sent on retrieval missions. They have been renewing the village pop for a hundred years or more. They trade with King Beaver and are considered under his protection. Any mormon may request king beavers aid. All the roads are his domain.
Local Morlocks
They are hungry to expand. They keep a small dome for their 30 eloi herd which is visible to outsiders. This lures in new breeding stock. Trouble makers get lobotomies or eaten. They have repaired some crude automatons and steam machines - all have steel weapons and clockwork rifles (take 3 rounds to crank).
Fishmen
They would love to claim frozen humans but are content with collecting contaminated swamp muck
to refine into weapons and fuel and they kidnap any stray humans they find
Swamp Folk
A few dozen swampies live in shacks 50% harmless idiot inbred mutant drunks, 50% psycho cannibal cultists
Gamma Locale: King Beaver Island
This is my new campaign local for next months Gamma world game. Ill start the party from one of the smaller island bunker enclaves. This way the characters can step into a new world and get used to crazy character types. So ill start them all as weak pre-GM era types which may need replacement during play. Heck the whole island could be on the starship warden yet. The party will exit a broken down bunker on the brink of madness looking for parts for a water purifier. They have been vat grown as expendables for one mission. Around them are other bunkers to start looting and a minimal amount of mutants to meet. Some morlocks, undead and a few giant frogs, and a few lake pirates and perhaps a beaver pirate or raider chieftain looking for relics to get them used to being under a beavers paw.
In the shadow years many built bunkers in isolated places and beaver island was developed by several factions. Each Bunker zone has 1d6 + 2 small bunkers and 1d3 large bunkers. Cryonic vaults and DNA ark libraries also abound. Bunker areas are today roaming with animals, looters, undead and worse. Some bunkers are intact but many are mad and degenerate. Some have been replaced by animal or robot workers. Other have opened their doors and devolved into a gang or cult. Many feel intense rivalry for other bunkers.
After the Apocalypse a band of Mormons came to the island in a miraculous stroke of luck and reclaimed their lost kingdom. Three generations later beaver folk - a race of marine soldier sapper engineers came and rapidly took over. While beavers rule the main Island they are tolerant of humanity and its attempts to better themselves. Beaver warriors trade across the great lakes and act as pirates and vikings. They produce musk which keeps the great lake monster at bay. Beavers adopted many elements of Mormon life including polygamy. Beavers on land carry crossbows and muskets with royal elite guard using case ammo and water proof firearms. They use rare delicious wood-chips as currency. Beaver lands are covered in pit traps, flooding dam traps, steak traps, log jams, falling tree and other traps.
Starting point is High island, where a desperate bunker populace need stuff from outside. The party are awoken in a shabby machine room turned into barracks. Through a window a Doctor explains they are a reclamation team contaminated and inflicted with memory loss. They are to reclaim goods while the bunker work on a cure. In reality they are decantered clones with damaged learning tape based education. Education includes basic bunker equipment familiarity, bunker patriotism and warm fuzzy memories of living as a creche child and being in love. An armored bio-hazzard suit wearing guard is the only direct contact they have. They will find other explorer remains pretty fast.
Starting Equipment:
Bedroll, filter canteen, pocket knife, 20 ft cord, polybond tape, 6 self heating canned meals, lighter, jump suit, uni-tool, backpack, ground sheet, improvised first aid kit, bottle of beer, can of energy drink, chocolate bar, packet of cigarettes, signal mirror, whistle, 4 glow sticks, torch
1 Rusted old bolt action rifle, bayonet, no ammo but bag of 2d6 casings
2 Slug thrower - 10 shot plastic bullets, full battery, 1 extra clip, well used condition
3 Serviceable musket with powder and balls for 40 shots
4 Small old revolver 12 shots, a hunting dagger
5 Good wood axe and plastic shield
6 Hatchet and a sling 20 metal bullets
7 Baseball bat and plastic helmet
8 Disposable laser pistol 1d6 shots - fragile and poor quality
9 Quarterstaff and chest sports-plate safety vest
10 Light Crossbow, 20 bolts, battered plastic truncheon
also each explorer gets a merit badge and a prize
bonus badges will be issued when they come back
1 sharing is caring - dont waste food award + a bonus fruit pie and packet of fruit gums
2 purity patrol - Saving myself for marriage + sanitary spray and safe abstinence manual
3 loyalty royalty - report suspicious activity to your section leader + micro recorder
4 happiness patrol - morale office + box of party hats and streamers and packet of milk duds
5 Jesus Loves You - keeping the faith + micro bible reader keyring
6 patriots First - keeping us safe + brochure on how to spot a communist and truncheon
7 fair play - fairest and best + knuckle duster and chocolate bar
8 safety first - always report accidents + radiation detector wrist band
The group also have a map of the Heavenly Haven Bunker Estate showing 4 small bunkers and one large - where the explorers come from. If they succeed in finding the parts, the bunker will be surprised, feed them and shelter them then send them on more errands. The bunker have no intention of letting them back in. The party might attempt a forced entry.
Local tribes will adopt them, they'll also meet other explorers and see many tribes folk in bunker jumpsuit remains. Eventually the party will go to King Beaver Island then a mainland city. I'm tempted to put bits of first few gamma world modules on their starting island also.
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