Quantcast
Channel: Elfmaids & Octopi
Viewing all 2174 articles
Browse latest View live

Alpha to Omege: TSR Marvel notes froma 3.5 Amiga floppy

0
0

This was made in my 80s game on 3.5 floppies on an Amiga - had some probs with importing format - if only blogger had proper tables built in (does it?). Anyway In fisrt phase of game probably 84-87 built character acording to players idea based on self. After this i used this system for about 14 years adding extra "classes" as time went on - the second and third generation types. In this era was only one origin in world - the nemesis planetoid, an alien biomass. 

Alpha to Omega

TOP SECRET TOP SECRET TOP SECRET TOP SECRET TOP SECRET TOP SECRET

AUTHORIZED A.P.I.O. OPERATIVES EYES ONLY

Australian
Paranormal
Investigation
Organisation

INTERNATIONAL METAHUMAN DIRECTORY
2015 EDITION
Metahumans:From Whence did they come?
As long as metahumans have been known there have been attempts to rationalize their existence. The real questions are: how long have they existed?; how were they made?; and have any of are explanation even come close to the truth? 
 
In Australia at least there is a sort of laconic honesty not found in other lands. Several noted Australian Heroes have provided different answers to the patriotic and psychotic illusions heroes elsewhere give freely.
The Australian Statesman Warlock (A hero since the 1950’s), despite the almost horrified tones others speak of him in, has always stated: “I’ve heard lots of stories about what Meta’s really are, but I don’t believe any of them, in my mind the case is still open”.

The once government hounded Hero Remote offers his own account:” Somewhere, between each of these accounts there is the truth, the trick is to find which essential elements are true”. The missing hero Discord (according to his fans), paradoxical as ever put it this way: “but so far only the occasional fragment of truth has appeared, unrecognized it is returned to the bosom of true Khaos”. Thanks for clearing that up.

Most heroes tend to agree heroes where kept hidden since the turn of the century by governments. WW2 saw secret international metahuman test treaties established. Most skeptical heroes use the -classifications first used by classically inspired European scientists. Other nicknames abound. Summarized on the next few sections are some of the more coherent theories on offer at the world metahuman convention Madrid, Spain 1996. This was compiled to help update the uninitiated with some of the competing directions this field has made since the first public metahuman battle in 91.


What the Media Reports
Popular Views today in the Media, Hollywood and on the Steet.....

Superheroes are the best, everyone dreams of being one. They are rich, glamorous and sexy. The media is self contradictory, jumping from trendy opinion to hot new account on a daily basis. Anything said by a hero will make it to print, and sure enough some crazy ignorant fan will believe the heroes word to be gospel.

Heroes were first reported in 1991 by world media. It became impossible to keep secret when a multiple meta punch up in New York city, which killed hundreds and turned downtown Manhattan into a warzone. Every move a hero makes is scrutinized by tabloid media. If a hero kisses, farts, takes drugs, or spends money, the people want to know.

Heroes dominate the news and tabloids along with politicians, pop stars and Hollywood actors. Heroes are used to sell soda pop, breakfast cereals, sports drinks, vitamins, weight machines, cars, beer, cigarettes or any product. Most become millionaires without too much difficulty.

Various popular theories say that they are: a) government propaganda hoaxes, b) decoys for an alien invasions in progress, c) humanities ultimate evolution, d) children of the age of Aquarius, e) eugenics experiments gone wild, f) horsemen of the apocalypse, g) secret weapons or h) all of the above.

There are also many human attempts to duplicate Superheroes with technology but they are secrets kept by corporations and the government. Other types of superheroes have been rumored such as cyborgs, aliens, monsters and other freaks. The facts are pretty confusing when any claim of origin is believed by the masses.

American hero Chroma claimed for years to be a battlesuit operator until he was filmed using his power to generate his matter shell. He has claimed the footage was a lie initially, but later said he had simply summoned it from subspace using his secret hi-tech belt-buckle. Most recently he claimed it was a holographic decoy to fool his enemies. Since Chroma’s death at the hands of Dr Magnum we may never know for certain what his powers actually were.

Nebulax has for years claimed to be a prince from a distant galactic empire. His costume features slimy green skin, black toad-like eyes and glowing jewelry. He has acted in a generally erratic manner since, one day he is an invader, next an ambassador, next a hunter of galactic criminals and space parasites. Telepathic probes reveal his belief is total, his real memories are untraceable.

I don’t see the government exactly complaining about this situation. Perhaps today’s media chaos is what big brother wants. Sadly if fools believe these silly daydreams, then reason will suffer. If the hero Millstone was struck by a strange comet, or the villain Zadron is tyrant of another universe then anything may as well be true. As if the world needed another excuse to be stupid. As long as heroes claim to be Egyptian gods, demonically possessed, werewolves, unlikely survivors of bizarre accidents, inventors of secret formulas or masters of magic, I don’t see the problem getting any better.

There are several popular names for meta types:
  • BRICK: Big tough guys who fight lots and raise insurance prices where ever they go
  • SPOOK: Sneaky, clever and deadly these guys don't mess around and don't leave clues
  • JOKER: These guys are crazy but they seem to not get hurt despite their suicidal antics
  • BRAIN: These guys are real smart and make millions from their brilliant inventions
  • FLYER: These guys fly and usually have flashy powers which look real cool
  • CHAMPION: These showy guys are canny fighters and make rousing speeches in battle
  • WATCHER: These guys have awesome senses and are always ready
  • FIXER: These guy are tough and clever, and build tech like guns and vehicles
  • PSYKER: These guys can supposedly play with your mind just like cult gurus or advertisements
  • JINX: These sneaky types prey on other heroes and take advantage of their weaknesses
What Think Tanks Think
The MullerFokker Theory (As used by Military, Scientific Community, Corporations and Governments)

Muller&Fokkerwere Nazi scientists from the German Ubermench program of WWII captured and employed by the Americans. The more patronizing but less cynical approach of the British scientists have been kinder but the American and Russians use of Nazi theory dominated the cold war.

Basically the approach is cynical, paranoid and exploitative according to meta-rights activists. Governments and corporations constantly feud over metahumans as a valuable resource and security threat. The organizations who use this approach tend to control metahumans and create propaganda.

In 1992, the American automated anti-metahuman defense system (A.M.D.S ) was accidentally launched and created a new state where metahumans where killed, vivisected and enslaved by robots until 1996. Then pro-meta/anti forces overcame the A.M.D.S. system. Now world wide pro-meta rights activists have tried to have the Muller/Fokker theory banned. These activists have through the U.N. internationally banned the anti-metahuman technologies which the regime of the A.M.D.S. used. These includes matascanners, power restraints, explosive and electrified harpoon guns, self aware A.I.’s, combat robots, and more.

Observable strain of Metahumans:
  • SOLDIER: Primary front-line combat model, physically resilient and very destructive
  • ASSASSIN: Healing and combat functions, suitable for espionage and intrusions
  • SCOUT: Highly evasive and threat aware, valuable decoys and intelligence gathering
  • SAVANT: Geniuses with brilliant analytical and perceptive abilities, mainly technical support
  • AIR-SUPPORT: Air and artillery support, highly agile and able to fly, multiple role versatility
  • COMMANDER: Elite unit combat command, intrusion troops and unit morale boosters
  • GUARDIAN: Superior senses and combat ability, make excellent defense units
  • BUILDER: Field technicians and combat engineers able to work near frontline conditions
  • DOMINATOR: Mind controlling psychics, must be controlled very sternly by authority
  • ANTIMETA: Specialized at defeating other metas by turning own powers against them
Also there are several recent variants and human attempts to reproduce this technology:
  • CYBORG: Human with cybernetic implants, cheap and expendable mostly, some are almost on par with a meta. Illegal but manufactured by governments and corps for black ops. Some display incomprehensible technology of unknown origin
  • BATTLESUIT: Human with technological based exoskeleton as used by armed forces, anti-meta security or even industrial and emergency services.
  • ANDROID: Synthetic humanoids, very expensive, advanced and varied in abilities
  • BIOAUG: Humans with dangerous experimental metahuman organ or genetic transplants, very advanced
  • ROBOT: Automated response based machines, usually drones of a computer system, not usually self aware
  • AI: Artificial computerized intelligence’s under limited corporate and government research
  • AGENT: Especially trained elite agents using the latest guns, gadgets and hardware
These anomalies have been theorized and reported:
  • MONSTERS: Reject experiments, organic weapon systems, mutant metahumans, starspawn monsters
  • IMMORTALS: Simply a foolish rumor spread by communist metahuman subversives
  • ETERNAL: Humans altered by the being Adam Eternal’s powers in some unknown way
  • ALIENS: Possible alien probe organisms or actual alien beings may be on Earth now. Some may be divergent humanoid species
  • UNDEAD: Normal humans altered by alien metavirus, kill on sight if possible
  • SHAPESHIFTERS: Humanoids who shift shapes into animal forms
What the Left think
The Kinson Report (Feminist, Psychoanalytic, Sociological, Marxist Approach)

The latest view by popular writer and anti-metahuman campaigner Marion Kinson. Used by literati and academics mostly, this is fairly unpopular among the masses. She is kept under guard by the US government due to the metahuman threats against her. Most of her study was based on male metahumans studied on death row and in mental hospitals. She is an expert on metahuman prisons, restraint methods and a pioneer of the metahuman lobotomy. She believes that metahumans should be partially lobotomized and put to community service if they commit serious crime.

She theorized that metahumans are government laboratory products, the bastards of male science and the military industrial complex. She has also claims that hero identities are in fact corporate products like Mickey Mouse, Co-Co the Co-Co Pops Monkey or Ronald McDonald.

She identified these variants:
  • THUG: Cretinous morons are uncontrollable and experience homicidal mania
  • KILLER: Sociopathic sadists often are serial killers who constantly plot murder
  • DECEPTOR: The most erratic type, usually compulsive liars or paranoid schizophrenics
  • TOYMAKERS: Mad geniuses are brilliant psychopaths obsessed with toys of mass destruction
  • FLOATER: Seem to be the best adjusted but frequently are sexual perverts and rapists
  • MASTERMINDS: Megalomaniacs with a violent authoritative streak
  • WATCHERS: Compulsive voyeurs and paranoids, shy and introverted
  • PARASITE: The most dangerous egomaniacs who seek nothing but power over others
  • ARMOURERS: Compulsive tinkerers who throw violent tantrums if their destructive toys are touched
  • NEGATORS: These prey on other metahumans and demonstrate extremely paranoid unstable personalities
This theory disapproves of attempts to create meta-powers with technology as yet another race for military power and state propaganda. Such heroes she claims are made to lie to us, kill us and rob us. As female humans have been oppressed by males, so have meta-women, thus she recommends female metahumans be kept safe from harm or hostile interference.

The Lunatic Fringe
Cthulhu Mythos Cosmology (Occultist, Psychic, Secret Society, Mad Rant, Conspiracy Nuts)
In the distant past cosmic scale super entities visited our world, saw civilized species come and go, continents sink and made terrible wars through their servitor species. Man is an upstart species from old one experiments. At best we are slaves and can offer our souls to them as food.. At worst we are insignificant microbes beneath their titanic cosmic presence. Now they lay hidden and asleep, but soon they shall rise and the stars will be smothered in their glory. Metahumans were bred by servants of the space gods to provide host bodies for the Intelligence’s who’s psychic pretenses lay trapped beyond space and time. Many cults and groups have held some of these beliefs hidden among their esoteric doctrines, especially the magical orders such as the Golden Dawn, The Hellfire Club, The Freemasons, Templars, Assassins, Sufis, Gnostics, Theosophists, Druids, etc. Many such occultists have also subverted science with crazy genetic theories and complete amorality.
  • CHAMPION: They are the guardians, workers and principal combatants of a coven
  • SLAYER: They are the assassin, hunters and destroyers of their covens prey
  • FOOL: They are chaotic madmen who are untouchable thieves and spies
  • ALCHEMIST: They are magicians and scholars who make wondrous creations
  • MAGUS: They are spectacular masters of the elements who excel at many tasks
  • PRIEST: They control the hearts and souls of their acolytes and curse their enemies
These enitities are products of the Dark Gods:
  • MONSTERS:Servitors, constructs, guardians, experiments gone wrong, cursed humans
  • IMMORTALS: Sorcerers and servants of the great powers, involved in long term conspiracies
  • ETERNAL: Humans who channel the energy of the Ancient One, Adam Eternal
  • ALIENS: Servitor beings not native to our world, many species exist hidden in secret places
  • UNDEAD: Mortals transformed into servitors, this is effective death of the human
  • WEREBEAST: Mortals who transform into animal forms made as experiments
This metamythos is fraught with vagueness and contradiction. The notion of alien intelligence’s is consistent but the roll of humans in this scheme seems bleak. Different believers will have alternate names for space gods, servitors, hidden servitor colonies. Of course they couldn’t all be right or the world would be swarming with monsters, conspiracies and hidden occultists right?

Revelations from Gods Astronauts(Apocalyptic Religious, UFO Nuts, New Agers, Heretics)
The new age will be heralded by UFO’s and superhuman powers. God/Satan is the ultimate source of these miracles and shall form a major part if his rule of the world. Some speak of some vague new age spirit of universal godhead, others speak of Brahmah, Mara, Yaweh, or any other being as responsible. Some speak of the powers of good and evil commanding these forces in a cosmic stuggle. Those who serve the true god will get super powers, while the repentant ones will be forced to use use only slow old UFO’s. These groups are usualy heratics, mystics, gnostics or subgroups of some more mainstream religion like Hinduism, Bhuddism, Islam, Christian, Jewish, Confucian, etc. Various groups may be very hostile at the lies spread by a rival sects. Some are peaceful to the point of suicidal, others are fanatic survivalists and terrorists. Since the 70’s UFO New agers became a major group but they are particularly shallow and clueless. Many groups believe their exclusive truth excuses them of morality and the law.

The Orders of Angelic/Diabolic Beings Are:
  • MICHAEL: Protectors and guardians of the holy places and the true initiates
  • RAGUEL: Slayers of the lords enemies by fire, pestilence, terror and sacred weapons
  • LUCIFER: Deceivers and persecutors of mankind, creators of trouble an malcontent
  • GABRIEL: Wise artificers and lords of wisdom, crafters of relics, defenses and arms
  • ORIEL: Lords of the elements, rulers of the sofirah/deva/devils/archons, magicians
  • RAPHAEL: Lords of Mankind, Priest Kings, Messiahs, Saints, Magi, Yogis, Buddahs
--------------------------------------------------------------------------------------------------------------------------
Classes of metahuman - pick one add rank increases on stats pick one remarkable and excellent power and default class  gd power

AAlpha Class Metahumanoid[1st generation]
Attributes              Rank Improvements                    Recommended Powers

Fighting+2 Good (10)Ablative Shell

Agility+1 Good (10)Absorption

Strength+3 Excellent (20)Amphibious

Endurance+3 Remarkable (30)Body Armour

Charisma+1 Good (10)Energy sheath*

Reason- Typical (6)Enviro-Adaption

Intuition- Typical (6)Flight

Psyche- Typical (6)Growth





Hyper-Leap

Health70Hyper-Speed

Karma28Hyper-Stats





Matter Shell*

Bonus Power

Missile Generation*

Good (10) Body ArmorNatural Weapons



Plasticity

NotesRegeneration

  • This class excels at heavy combat and labor
Resistance*

  • Mostly physical defensive/offensive powers
Transformation*

  • Usually large bodied with massive skeletal frame
Shapeshift

  • Also named Brick, Warrior, Meathead, Soldier
Tunneling


BBeta Class Metahumanoid[1st generation]
Attributes             Rank Improvements                    Recommended Powers

Fighting+3 Excellent (20)Animation*
Agility+2 Excellent (20)Body Armour
Strength+1 Typical (6)Clinging
Endurance+2 Excellent (20)Density Shift
Charisma- Typical (6)Energy Sheath*
Reason+1 Good (10)Hyper-Leap
Intuition+1 Good (10)Hyper-Sense
Psyche- Typical (6)Hyper-Speed




Hyper-Stats
Health66Invisibility
Karma32Missile Generation*




Natural Weapons
Bonus Power

Phasing
Good (10) Regeneration

Regeneration




Power Scan
Notes

Shapeshift
  • This class excels at martial arts and cunning
Telekinesis
  • Mostly physical stealth/offensive powers
Telepathy
  • Usually well bodied with fairly average frame
Teleport
  • Also named Assassin, Hunter, Killer, Terminator
Transformation*

GGamma Class Metahumanoid[1st generation]
Attributes            Rank Improvements                    Recommended Powers

Fighting+1 Typical (6)Animation*
Agility+3 Remarkable (30)Clinging
Strength- Poor (4)Construct*
Endurance+2 Excellent (20)Danger Sense
Charisma+1 Good (10)Energy Sheath*
Reason- Typical (6)Enviro-Adaption
Intuition+3 Remarkable (30)Hyper-Leap
Psyche- Typical (6)Hyper-Sense




Hyper-Speed
Health60Illusions
Karma52Invisibility




Missile Generation*
Bonus PowerNatural Weapons
Good (10) Danger SensePhasing


Plasticity
NotesReflection
  • This class excels at scouting and courier work
Shapeshift
  • Mostly physical stealth/motion powers
Shrink
  • Usually sleight bodied with thin skeletal frame
Teleport
  • Also named Scout, Trickster, Decoy, Joker, Spy
Transformation*


DDelta Class Metahumanoid[2nd generation]
Attributes               Rank Improvements                   Recommended Powers

Fighting- Poor (4)Absorbtion*
Agility+1 Good (10)Animation*
Strength- Poor (4)Clairvoyance
Endurance+1 Good (10)Construct*
Charisma+1 Good (10)Density Shift
Reason+3 Remarkable (30)Energy Sheath*
Intuition+2 Excellent (20)Forcefield
Psyche+2 Excellent (20)Healing




Invisibility
Health28Missile Generation*
Karma80Phasing




Power Scan
Bonus Power

Psychometry
Good (10) Psychometry

Reflection




Shapeshift
Notes

Shrink
  • This class excels at information and invention
Telepathy
  • Mostly energy/matter manipulation powers
Telekinesis
  • Usually fine bodied with thin skeletal frame
Teleport
  • Also named Brain, Savant, Mastermind, Wizard
Transformation*


EEpsilon Class Metahumanoid[2nd generation]
Attributes            Rank Improvements                    Recommended Powers

Fighting+1 Typical (6)Absorbtion*

Agility+2 Excellent (20)Animation*

Strength+1 Typical (6)Body Armour

Endurance+2 Excellent (20)Construct*

Charisma+1 Good (10)Danger Sense

Reason+1 Good (10)Density Shift

Intuition+1 Good (10)Empathy

Psyche+1 Good (10)Energy Sheath*





Enviro-Adaption

Health52Flight

Karma40Forcefield





Hyper-Stats

Bonus PowerIllusions

Good (10) FlightInvisibility



Missile Generation*

NotesNatural Weapons

  • This class excels at flexibility and multirole tasks
Resistance*

  • Mostly versatile energy, matter or psionic powers
Telekinesis

  • Usually well bodied with fairly average frame
Telepathy

  • Also named Elemental, Jack, Flyer, Magus
Transformation*



L Lambda Class Metahumanoid[3rd generation]
Attributes             Rank Improvements                    Recomended Powers

Fighting+2 Good (10)Absorbtion*
Agility- Typical (6)Animation*
Strength+2 Good (10)Aura Sense
Endurance+2 Excellent (20)Body Armour
Charisma+2 Excellent (20)Clairvoyance
Reason- Typical (6)Density Shift
Intuition- Typical (6)Empathy
Psyche+2 Excellent (20)Energy Sheath*




Flight
Health46Growth
Karma52Healing




Hyper-Leap
Bonus PowerHyper-Stats
Good (10) Hyper-StatMatter Shell


Missile Generation*
NotesPsychometry
  • This class excels at combat and leadership tasks
Regeneration
  • Mostly versatile energy, matter or psionic powers
Telekinesis
  • Usually heroic shaped body with large frame
Telepathy
  • Also named Monarch, Leader, Commander
Transformation*




SSigma Class Metahumanoid[3rd Generation]
Attributes             Rank Improvements                    Recommended Powers

Fighting+2 Good (10)Absorbtion*
Agility+1 Good (10)Animation*
Strength+1 Typical (6)Clinging
Endurance+2 Excellent (20)Danger Sense
Charisma- Typical (6)Energy Sheath*
Reason- Typical (6)Hyper-Leap
Intuition+2 Excellent (20)Hyper-Senses
Psyche+2 Excellent (20)Hyper-Speed




Hyper-Stats
Health46Illusion
Karma52Invisibility




Missile Generation*
Bonus PowerNatural Weapons
Good (10) HypersensesPhasing


Reflection
NotesRegeneration
  • This class excels at combat and guard duties
Shrink
  • Mostly sensory, stealth and motion powers
Shapeshift
  • Usually well bodied with fairly average frame
Teleport
  • Also named Monk, Watchman, Guardian
Transformation*


TTau Class Metahumanoid[3rd Generation]
Attributes               Rank Improvements                   Recommended Powers

Fighting+1 Typical (6)Ablative Shell

Agility+2 Excellent (20)Absorption*

Strength+2 Good (10)Amphibious

Endurance+2 Excellent (20)Animation*

Charisma- Typical (6)Body Armour

Reason+2 Excellent (20)Construct*

Intuition- Typical (6)Density Shift

Psyche+1 Good (10)Energy Sheath*





Enviro-Adaption

Health56Growth

Karma42Hyper-Leap





Hyper-Stat

Bonus Power

Matter Shell*

Good (10) Resistance*

Missile Generation*





Plasticity

Notes

Resistance*

  • This class excels at building and tool usage
Shrink

  • Mostly physical defenses and adaptations
Telekinesis

  • Usually squat shaped body with large frame
Transformation*

  • Also named Builder, Dwarf, Drone, Smith
Tunneling





YPsi Class Metahumanoid[2nd generation]
Attributes               Rank Improvements                   Recommended Powers

Fighting- Poor (4)Absorbtion*

Agility- Typical (6)Animation*

Strength- Poor (4)Astral Travel

Endurance+1 Good (10)Aura Sense

Charisma+3 Remarkable (30)Clairvoyance

Reason+1 Good (10)Danger Sense

Intuition+2 Excellent (20)Empathy

Psyche+3 Remarkable (30)Enviro-Adaption





Flight

Health24Forcefield

Karma90Gateway





Healing

Bonus Power

Hypersenses

Good (10) Aura SenseIllusions





Invisibility

Notes

Psychometry

  • This class excels at communications and psionics
Missile Generation*

  • Mostly mental powers of various types
Resistance*

  • Usually fine bodied with thin skeletal frame
Telekinesis

  • Also named Esper, Psycher, Dominator, Slaver
Telepathy



W Omega Class Metahumanoid[3rd generation]
Attributes            Rank Improvements                     Recommended Powers

Fighting- Poor (4)Absorption*

Agility+2 Excellent (20)Clinging

Strength- Poor (4)Density Shift

Endurance+2 Excellent (20)Empathy

Charisma+2 Excellent (20)Missile Generation*

Reason- Typical (6)Energy Sheath*

Intuition+2 Excellent (20)Hyper-Leap

Psyche+2 Excellent (20)Hyper-Speed





Hyper-Stats

Health48Illusions

Karma66Invisibility





Natural Weapons

Bonus PowerNemesis

Good (10) Power ScanPhasing



Power Control

NotesPower Mimic

  • This class excels at stalking and neutralizing metas
Power Scan

  • Mostly stealth and meta power
Regeneration

  • Usually well bodied with fairly lean frame
Shapeshift

  • Also named Nemesis, Jinx, Heretic, Pariah
Telekinesis



POWERS TABLE


MAJOR POWERSMELDSUITS & STUNTS* FORM POSSIBILITIES
Ablative ShellMeldsuits provide instant changeAir
Absorbtion*clothing and rank protection fromBio-Plague
Animation*kinetic or energy damage. Chemical
Amphibious

Cold
Astral TravelMeldsuitCorrosive
Aura Sense-Ablative Skin Crystal
Body Armour-ChameleonDarkness
Clairvoyance-ClawsEarth
Construct*-ClingingElectricity
Clinging-Corrosive TouchFire
Danger Sense-Cyberlink InterfaceFlesh
Density Shift-Extra Limbs (Tail, arm, etc)Force
Empathy-Flame BreathGas
Energy sheathe*-GlidingGravity
Enviro-Adaption-Hyper-BalaceHeat
Flight-Hyper-HearingIce
Force Field-Hyper-SmellInfra-Red
Gateway-Hyper-TouchKinetic
Growth-Hyper-VisionLight
Healing-Life SupportMagma
Hyper-Leap-MeldlinkMagnetism
Hyper-Sense-MeldmindMetal
Hyper-Speed-Meta SenseMetal
Hyper-Stat-Night AdaptionsMicrowave
Illusion -Parabolic HearingParticle
Invisibility-PocketsPlant
Missile Generation*-Power MaskPlasma
Matter Shell* -Proximity SensePlastic
Natural Weapons-Resistance*Radiation
Nemesis-Self HealingRadio
Phazing-Self RevivalSonic
Plasticity-Sheilded VisionStatic
Power Control-SkatingTime
Power Mimic-Smoke GenerationToxic
Power Scan-Space AdaptionsVibration
Psychometry-SpinaretteWater
Reflection-SpinesWeather
Regeneration-StealthWeb Line
Resistance*-Suspended AnimationX-ray
Shapeshift-Thermal Vision

Shrink-Toxic Touch

Telekinesis-Tracking

Telepathy-Underground Adaptions

Teleport-Water Adaptions

Transformation*



Tunneling






Power Description
Ablative ShellNotes: Defencive, Matter, Biological, Semi-Passive
Explanation: With a feat roll can create a layer of rank defence, stopping any damage
from energy or kinetic once only. Can be be repaired with a feat roll when damaged
Stunts: *Ablative Resistance, Extra Layer, Escape, Chaff Cloud, Heal Self


Absorption*Notes: Defencive, Energy, Biological, Psionic, Semi-Active
Explanation: Absorb rank in kinetic/energy/ psi damage and use to improve health. May hold rank in health beyond normal maximum in buffer for up to 10T.
Stunts: Energy or Kinetic to F/A/S/E, Psi to C/R/I/P; Battery (Several), Sponge
Animation*Notes: Variable, Energy, Matter, Psionic, Active
Explanation: Control and shape at will a specific form of energy or matter. Move Rank in mass at rank speed and uses the lower of power rank or material strength for attacks
Stunts: Liquid, Gas, Plasma, Amplify, Forcefeild, Battery, Absorbtion, Construct
AmphibiousNotes: Travel, Biological , Matter, Passive
Explanation: Adaptions to move at rank speed in water, breathe water through skin,
use senses in water, resist rank water preasure damage, acts as STR for moving a mass.
Stunts:Dark Sight, Body Armour, Claws, Sonar, Resist Cold, Water Strenth,
Astral TravelNotes: Travel, Psionic, Active
Explanation: Mentality leaves body and can view mundane and astral realities. Only
interact with psychics. Comatose body has -2cs Psyche to defend while mind absent.
Stunts: Possesion, Exorcism, Aura Sense, Astral Blade, Fetch, Plane Travel
Aura SenseNotes: Sensory, Psionic, Semi-Passive
Explanation: Can percieve the life aura of living beings. Intervening matter blocks at
material strength. With effort scan for mental stats, health, personality, mood etc.
Stunts: Healing, Diagnosis, Detect Lie, Analyse Mind, False Aura, Health Drain
Body ArmourNotes: Defencive, Biological, Matter, Passive
Explanation: Ultra dense tissues and untearable skin provide rank defence vs kinetic
and -10 vs energy. Also tends to increase mass and have other visable variations.
Stunts: *Blending, Mass, Spikes, Ablative Shell, *Resistance, Missile Weapon
ClairvoyanceNotes: Sensory, Psionic, Active
Explanation: May remoteley percieve activity by procecting your awearness to the
desired location in range. Psionics may sense and attack. Audio and Visual.
Stunts: Long Range, Telelocate, Proximity Sense, Precognition, Postcognition
ClingingNotes: Travel, Biological, Matter, Energy, Semi-Active
Explanation: By microhooks, suction caps, static feild or whatever the character moves
his normal ground speed up walls, on celings, aborialy, or may cling at rank STR
Stunts: Bonding, Skating, Frictionless, *Blending, Force Feild, Entangle, Glue
Construct*Notes: Variable, Energy, Matter, Psionic, Biological, Active
Explanation: Create a semi independant construct to serve you including holograms,
damaging energy feilds, force feilds, animate matter or even synthetic organic beings
Stunts: Decoy, Mount, Pet, Duplicate, Probe, Guided Missile, Summon Monster
Danger SenseNotes: Sensory, Psionic, Biological, Semi-Passive
Explanation: The character is forwarned of the aproach of danger, the better the roll
the more specific the warning. Also can use for defencive combat action rank
Stunts: Proximity Sense, Overwatch, Detect Lie, Detect Enamy, Detect Crime
Density ShiftNotes: Variable, Matter, Psionic, Active
Explanation: May alter molecular density from normal to ultra solid. Acts as body
armour and raises mass to rank value. If higher than END then slows groundspeed to 1
Stunts: Featherwalk, Phasing, Bodypart Only, Disruption, Self Healing, Hyperleap
EmpathyNotes: Variable, Psionic, Semi-Active
Explanation: May send and receive emotions to and from others. This is very efective
on animals, children and receptive adults. A 2 way link may be maintained easily.
Stunts: Fear, Love, Pleasure, Pain, Hate, Give Health, Vamparism, Scan, Range
Energy sheathe*Notes: Offensive, Energy, Matter, Biological, Semi-Active
Explanation: Creates a skintight energy feild defending at rank vs like energy forms,
damaging incoming attackers, missiles and weapons. A useful weapon or defence
Stunts: *Energy Blast, *Explosion, *Weapon Sheathe, Bodypart Specific, *Touch

Enviro-AdaptionNotes: Defensive, Biological, Matter, Semi-Passive
Explanation: The heroes body adapts to environmental extremes such as space, water,
volcanoes, ice, radioactivity,.toxic gas, forest fires, etc. Will have cosmetic effects also.
Stunts: *Resistance, Specific Enviroment Specialty, Cling, Swim, Run, Burrow, Rocket

FlightNotes: Travel, Psionic, Biological, Matter, Energy, Semi-Active
Explanation: The character can fly. Usualy works like psychokinesis (wings, rocket,
gravity, molecular motion are others). Accell at land speed, 90 degree turns cost 1 area
Stunts: Powerdive, Manouvering, Touch Telekinesis, Levatate, Hover, Hyperleap

Force FieldNotes: Defensive, Psionic, Energy, Matter, Semi-Active
Explanation: Provides rank defence vs energy & kinetic but if breached the creator mustmake resistance roll vs a stun. May be visable or not. Resists armour peircing attacks. Stunts: Telekinesis, Entangle, Forcebolt, Sheild, Wall, Micro-Environment, Ram Plate

GatewayNotes: Travel, Matter, Energy, Psionic, Dimensional, Active
Explanation: Create door sized gateways between `two points. Uses dimensional
wormholes in space and time. very weird. Sometimes exposes weilder to great danger
Stunts: Range, Time, Spyhole, Pocket Dimension, Teleport, Gate Other, Summon

GrowthNotes: Variable, Matter, Biological, Semi-Active
Explanation: Grow to rank height in feet. Easier to hit and be hit. May move, area
attack and use STR at power rank instead of/in addition to normal stats.
Stunts: Health Buffer, Grow Bodyparts, Giantleap, Body Armour, Elongation

HealingNotes: Variable, Matter, Biological, Psionic, Active
Explanation: Heals rank health per other person per day. Ranged or touch based,
usualy acompanied by light and warm fuzzy feelings. Can make you very popular
Stunts: Heal Organ Heal Disease, Heal Self, Resurection, Stabilize Wound, Heal Mind

Hyper-LeapNotes: Travel, Biological, Matter, Semi-Passive
Explanation: Can leap 1 area per 10pts of rank, AGI feat roll to jump again, STR feat
for +1 area. Use rank for charge damage and absorbs rank in shock from a fall or charge Stunts: Hammerkick, Running, Armoured Feet, Multi Attacks, Prehensile Toes, Climb

Hyper-SenseNotes: Sensory, Biological, Energy, Matter, Semi-Passive
Explanation: All senses enhanced to superhuman precision. Can use in addition to INT,
vs surprise, spot clue, etc. Rank vs rank to detect invisible, green to see chameleons
Stunts:Pentration vision, Thermographic vision, proximity sense, track, hyper smell (etc)

Hyper-SpeedNotes: Travel, Biological, Matter, Active
Explanation: Move for short bursts of intense rank speed, use for INT or FIG for multi
or area attacks. May manouver super humanly, labour or perform sleight of hand
Stunts: Whirlwind, Jump, Sonic Boom, Hammerpunch, Blur, Streak (1t), Ignore G (1t)


Hyper-StatNotes: Variable, Biological, Semi-Active
Explanation: Add rank no to chosen a stat. Does not add to health or karma total. May
activate 1/t per rank no per day. Must roll to start and stop power from activating.
Stunts: FASE stats may have stunts of other physichal stats, CRIP have other mental
Illusion

Notes: Variable, Energy, Matter, Psionic, Active
Explanation: Generate ran in illusionary massed object within range. Obays mental
commands. Light illusions are visual, Power illusions are force, Psi illusions are mental
Stunts: Invisibility, Chameleon, Duplication, Area FX, Mimic, Forcebolt, Laser
InvisibilityNotes: Variable, Energy, Matter, Psionic, Semi-Passive
Explanation: Invisible to visable light, thus can easily hide and evade enamy attention.
Very hard to without area attacks or melee at -3cs fighting with some idea of location.
Stunts: Stealth, FX Other, Penetration Vision, Scanfoil, *Resistance, Reflection,
Matter Shell* Notes: Defencive, Matter, Biological, Active
Explanation: Generates shell of matter acting as an armoured layer of flexible material
which maybe damaged. May repair with feat roll. Matter may have unique properties
Stunts: Ablative Shell (Interior), STR, END, Matter Missile, Claws, Resistance
Missile Generation*Notes: Offensive, Energy, Matter, Biological, Active
Explanation: Generate at will a specific form of energy or matter which can be directed
as a missile weapon. Cone, Area FX, Range, Pulse and AP possible varients.
Stunts: *Cone, *Explosive, *Range, *Pulse, *AP, *Sheathe, *Replicant,
Natural WeaponsNotes: Offensive, Biological, Matter, Active
Explanation: The body is able to change into a variety of deadly weapons, usualy claws but bare handed martial arts could be bought as power with talents as stunts
Weapons inflict rank damage. Other combat usable adaptions are also plausible.
Stunts: Extra Limbs, Flame Breathe, Spit Acid, Whip Toungue, Armour, Regen, Track
NemesisNotes: Offensive, Meta-Power, Semi-Active
Explanation: By scaning a target, this power adapts to whatever power most would
counter the targets. The power takes a feat roll (better roll more choice) and 3t to work
Stunts: Memory Slots allow weilder to call on powers manifested again at will
PhazingNotes: Travel, Matter, Energy, Semi-Passive
Explanation: By moving molecules of the body between those of other solids the user
can pass through matter. Power feat vs material STR. Rank armour is provided also.
Stunts: Airwalk, Disruption, Telepot, Disintergation, Plane Shift, Penetration Vision
PlasticityNotes: Variable, Biological, Matter, Semi-Active
Explanation: The users body can be streached, shaped, contorted into many shapes.
The users may alter their appearance and use this rank for area attacks
Stunts: Body Armour, Bouncing, Elongation, Shapeshift, Disguise, Slingshot
Power ControlNotes: Variable, Meta-Power, Active
Explanation: The user can tap into metahuman powers sending them out of control.
Many powers will damage the user rather than function. Others will just not work
Stunts: Nullifier, Amplifier, Reflection, Absorbtion, Nutralizer, Inhibitor Feild
Power MimicNotes: Variable Meta-Power, Active
Explanation: The users can mimic another beings existing meta power and duplicate it’s
properties at rank while subject is in range. The mimic rank may exeed the subject rank
Stunts: Memory Slot, Mimic Stunt, Long Range, Multi-Mimic, Stat Mimic, Talent Mimic
Power Scan Notes: Variable Meta-Power, Active
Explanation: The users determine if another being has powers and asses ranks of attributes, powers and natural abilities (not learned ones). Higher rank can ignore blocking such as screens, matter or forcefeilds. Higher colour feat rolled more data. Yellow can read stunts and if power active, red can see effects of powers outside of power weilder some time later and possibly track them.
PsychometryNotes: Sensory, Psionic, Active
Explanation: May touch an object to read psychic impressions from an object. Better rolls get more data, most dramatic events first. Some scenes may offend the viewer or worse Stunts: History, Commune, Speak to Dead, Postcog, Precog, Psi-Track, Telelocate, Scrub
Reflection Notes: Defencive, Energy, Matter, Psionic, Semi-Active
Explanation: Deflect incoming fire with a feat Roll vs incoming attack rank, and an
agility roll to target returned missile fire. Deflect 1 rank or greater attack per round max. Stunts: Bounce, Chameleon, Stealth, Mirror Wall, Sheild Other, Rerflection Sphere
RegenerationNotes: Defencive, Biological, Matter, Psionic, Passive
Explanation: Recover 1pt health per turn per 10pts rank number, heals all forms of
damage, even when unconcious. Will become concious as per normal Stunts: Recovery, Self Healing, Regenerate Organ, Self Revival, Stabilize Wound
Resistance*Notes: Defensive, Biological, Matter, Energy, Psionic, Passive
Explanation: Resistance gives feat roll to ignore an attack form and reduces the rank in damage even if feat fails vs a single attack form. Stunts include new resistances such as heat, cold, electricity, radiation, force, blunt, edged, poison, corosive
Transformation*Notes: Defencive, Matter, Energy, Biological, Semi-Active
Explanation: Transform into a specific type of energy or matter, may have properties of
of form. Most provide rank body armour, as well as the possibility of providing a weapon Stunts: Missile, Anather Form, Shape Shift, Teleport, Transform Other, Ablative Shell
ShapeshiftNotes: Variable, Biological, Matter, Semi-Active
Explanation: Shapeshift into a different form. The more specific the form the more skillful and less fatiguing the change. Simulated powers or stats usualy are new stunts
Stunts: Plasticity, Regeneration, Elongation, Wings, Claws, Armour, Mimic
TelekinesisNotes: Variable, Psionic, Matter, Energy, Active
Explanation: Can apply rank strength at a range to lift, break or grapple a target.
Usualy this is invisible. Telikinetic force can be broken if it’s material rank is attacked
Stunts: TouchTK, Fly, Forcefeild, Missile, Claws, Proximity Sense, Smother, Pyrokinesis
TelepathyNotes: Variable, Psionic, Active
Explanation: Can mentaly link to anather being, eavesdrop on their surface thoughts and talk. Once linked the psi can locate and target powers via the subjects telepathic link Stunts: Psi-blast, Mind-Control, Mind-Probe, Psi-Scan, Mindlink, Illusions, Invisibility
TeleportNotes: Travel, Matter, Energy, Psionic, Active
Explanation: Can port between rank range distances by converting self into an energy
stream and moving at the speed of light. Blind porting must roll to avoid deadly mishaps Stunts: Multi-Port, Carry, Port-Other, Heat Generation, Phaze, Disrupt, Plane Shift
TunnelingNotes: Travel, Matter, Biological, Energy, Psionic, Active
Explanation: Can tunnel through matter at rank speed if material strength rank is less.
If equal 1 area/t. Provides oxygen and subteranean proximity senses within an area
Stunts: Claws, Strength, Heat/Vibration Sheathe, Drill, Various senses, Passage




Other oddments
Werecreaturesthis was failure as pc but still ok as npc

Humanform Wereform Character Generation
Fighting +1CS +3 CS 1. Cost one background option
Agility +1 CS +2 CS 2. Create normal human + mods
Strength +1 CS +3 CS 3. Powers:
Endurance +1 CS +2 CS -Gd (10) (Species) Empathy
Charisma - -1 CS -Ex (20) Hyper Sense
Reason - -1 CS -Rm (30) Wereform
Intuition +1 CS +2 CS 4. Optional pet for contact
Psyche - - 5. Set specific species

Notes on Wereform
Choose one prime stunt at rank as the characters main were form ability. Then all following stunts can be used simultaniously. Cosmetic changes are inclusive, including fur/scales/tails etc. Natural weapons such as claws, teeth etc are inclusive providing an edged at attack.

Common Wereform Stunts
Hyper attributes Regeneration Body Armour Hyperleap
Hyperspeed Dangersense Animal Form Growth

SpecialistWereform Stunts (Based on Species)
Venom Wings Tail Amphibious
Webcast Cling Chameleon Firebreath
Spit Acid Sonar 360 Vision Spines
Burrowing Extra Limbs New Sense


Eternalsnot marvel universe eternals - meant to be green lantern types

Eternalform Character Generation
Fighting +2 CS 1. Only get one background option
Agility +2 CS 2. Create normal human as usual
Strength +2 CS -xept +10 ranks (not +5)
Endurance +2 CS 3. Powers:
Charisma +2 CS -(Rm) Uni -Power
Reason +2 CS -(Gd) Meldsuit
Intuition +2 CS 4. Must take Adam Eternal or power source as a contact
Psyche +2CS 5. Must be a Defender

Notes on Uni -Power
Includes Force Feild as standard power plus can earn stunts with no default CS, which may be used simultaniously. Make a power feat roll to change form, only 10 min per day total time. Receive more energy every night at midnight from Adam Eternal (or some manner from a source). Meldsuit only active in eternal form. Zero Karma attracts Adams Judgement or even other Eternals.

Common Uni -Power Stunts
Energy Bolt Force Bolt Telikinesis Flight
Force Wall Healing Aura Sense Teleport
Dimension Shift Flash Darkness Penetration Vision
Power Scan Force Sheild Telelocation Telepathy


Australian Metahumans
The StatesmenSexTypeStateNotes
Australian SentinelMAlphaACTArmour, Flight
EclipseFDeltaVICDarkforce, Gateway
Forsight (Killed 1992)FPsiTASPrecog, Empath
KingfisherMEpsilonWAFlight, Amphibious
ScorpionMBetaNTToxin, Speed
ShrikeFBetaSAFlight, Regen
SolarstormMAlphaQLPlasma Bolt, Flight
Southern Cross MEpsilonNSWTelikinetic, Forcefeild
Walgaru (Missing 1992)MXNTEmpathy?
WarlockMPsiTASAstral Travel, Precog
Special Squadron (1960’s)SexTypeStateNotes
Cancer (Missing 1974)MExosuitWAAmphibious, Claw, Laser
Electric Lady FEpsilonNSWShockbolt, Sheath
GambleMGammaNSWSpeed, Leap
HeatwaveFEpsilonWAHeatbolt, Sheath
MantisMOmegaSAPower Mimic, Scan
MastermindMDeltaSAPrecog, Telikinesis
No-Man (Missing 1968)MPsiVICMind Control, Talent Mimic
Persuader (Killed 1976)MAlphaSAArmour, Empathy
Unicorn (Missing 1972)FGammaQLSpeed, Healing
Taskforce Oz (1970’s)SexTypeStateNotes
Captain AustraliaMAlphaSAArmour, Leap
CommandoMBetaVICRegeneration, Invisibility
Devil Dingo (Missing 1979)MWereACTShapeshift
GoannaFWereACTShapeshift
Golden GirlFEpsilonNSWPlasmabolt, Armour
Tasmanian DevilMWereTASShapeshift
VigorVBetaWASpeed, Enviro-Adaption
Southern Squadron (1980’s)SexTypeStateNotes
BulletMAlphaACTSpeed, Armour
Grey Dragon (Missing 1994)MBetaVICTeleport, Regeneration
Heavy Metal (Missing 1989)MAlphaSAMetalform, Leap
LodestoneFEpsilonVICMagnetic Control/Gen
Magus (Missing1986)MPsiSAGateway, Psiblade
Mist (Missing 1991)FEpsilonWAVapourform, Empathy
Roulette FGammaNSWForcefeild, Telekinesis
ShadowbatMBetaVICSonic Control/Gen
White HeatFBetaACTHeat Sheathe, Speed
Wraith (Killed 1991)MGammaTASPhasing, Illusions
Southern Knights (1990’s)SexTypeStateNotes
Archangel (Missing 1993)MAlphaSAAmour, Flight
CheetaFGammaNSWSpeed, Senses
Discord (Missing 1994)MDeltaSAMatter Animation
DustFDeltaNSWTransform Other/Self
Mr SmithMBetaSAMagnetic Control/Gen
Ninja Avenger (Killed 1992)MAlphaSAArmour, Regeneration
Quantum CatMGammaSAPhasing, Lightform
SandmanMDeltaSASiliconform
SimakMBetaSATelepathy, Regeneration
KeymasterMDeltaSAGateway, Demonic Constructs



TSR Marvel bits and pieces

0
0




Based on old notes recovered from 3.5 floppies - so pardon formatting and some other issues - i just thought safer here than on Amiga format discs from 80s

My versions of dire wraiths a awesome marvel monster race worked well as enemy for a alien player in game and i could go to 70+ issues of comic for stories. 2 volumes of Rom comics with annuals and team ups for final war would be way cool.

Banks was in start of game agent who watched party and could impress heroes for long time before they discovered his secret. Way before Lynch in Image too - all spawned by player wanting a highlanderesque pagan vampire hunting archer. Immortals made a great player type in game.

Wrekkas were my sentinals but based also on some other robots especially in dr who comic. Started out clunky insane and almost comical kept getting better and better.

Starspawn of cthulhu proved a great menace

Swarm monsters were connected to source of most metagenetic outbreaks on earth. Heroes killed humanoid leader. Yhen nuked spaceborn monster resulting in cloud of biomatter surrounding earth before discovering nemesis planetoid.

Dire Wraith Aliens
Wraithwitch (+Wraithwarlock & Peons)

F Exellent (20) Talents                               Contacts
A Exellent (20) Disguise                             Any 4 below choices
S Exellent (20) Wraith Lore                        Dire Wraith Hive Cell
E Exellent (20) Martial Art (Any 1)            Human dupes of choice
C Exellent (20) Meditation (Any 1)            Wraithpeon Slave
R Exellent (20) 6 Specialty stunts               Wraithwarlock lover
I Exellent (20)  2 Specialty stunts                Dire Wraith Hive Council
P Exellent (20) Powers
Good Consume Likeness
H: 80 Exellent Body Armour
K: 80 Claws, Teeth, Ex Corrosive Att Toungue
P: -20 and one of the following specialty powers at Exellent
R: Ex -Darkforce -Teleport -Clairvoyance
-Telikinesis -Forceshield -Gateway
-Telepathy -Animation -Corruption
-Weather -Vapourform -Plasticity
-Puppetmastery -Acidform -Psychometry
-Sonic Scream -Phazing -Empathy
-or may add a rank to Consume Likeness for Remarkable

Notes: Dire Wraiths are sinister aliens who can adopt the form of any being whom they devour the brain of with a tounge attack and a Consume Likeness feat. With a Consume Likeness stunt they can develop a permanent form which can be adopted at will. Usually each wraith has a human ID and a monster form from some biological experiment. Darkwings, a common example are shadowy peradactl like demons which belch flame to attack. Many monsters have unusual abilities. Wraiths use their powers and alien science to create monsters, infiltrate the Earths institutions and create disasters.
Varient: Wraithwalocks are reproductive males who also have a powers but are too rare and valuable to appear on the battlefeild. Non-repoductive male or Peons, have no specialty power. Peons also have mostly Good stats and powers but some exceptional example have one or more excellent stats. Most Peons are less talented also. They act as servants to other wraiths and adopt undercover assignments in low threat missions. Of late they have been using more and more human technology. This trend has appalled the Hivequeen council and it is heretical for peons to love their human ways too much.

Wraith Hellhounds

F Remarkable (30) Talents                      Contacts
A Remarkable (30) Track Scent Dire      Wraith Handler
S Exellent (20)         Guard Lair Pack
E Remarkable (30) Obay Wraith
C Poor (4) Beserk
R Poor (4)
I Exellent (20)
P Good (10) Powers
Remarkable Phazing (Disruptor)
H:110 Exellent Sonic Scream
K: 38 Claws, Teeth
P: -10
R: -
Notes: Hellhounds are dogs corrupted, empowered and bred true in Wraith Hives. They are vicious and trained to go beserk on sight of humans. Some carry wraithpeon handlers on their backs into battle

Immortals
Agent Maxamillion Banks

F Exellent (20)      Talents                 Contacts
A Exellent (20)      Espionage            APIO
S Exellent (20)       Diplomacy           ASIO
E Exellent (20)      Streetwise             Brother Malcius (Armourer)
C Exellent (20)      Pistol Specialist*  Huntsmaster (Green Knight)
R Exellent (20)     Weapon Master*   Clawhammer (Templar)
I Exellent (20)       Marksman*           MI6
P Exellent (20)      Acrobatics             Taskforce UK
       Tumbling              Grandslam (Assasin)
H: 80+20               Martial Arts (All)  Southern Knights
K: 80                     Survival                 The Statesmen
P: 20                      Occult                    Southern Stars
R: Increadable       Pilot                       Statesmen
                               Blades
                               Stealth
                               Meditation (All)
                               Jack of Trades*
                               Weapon Tech
                               Astronaut

Powers
Immortality
Probability Control
Notes:Standard GearLocker
Gauss Pistol(Ex AP, Burst, 30 shots) standard street side arm, silent sleepdart ammo also
Gyrocket Pistol(Ex canister Ammo, variable 6-shot) standard anti-meta sidearm
Ultratech Inertial Armour(Gd Protection, no penalties) covered in pouches, belts, etc
Ultratech Vibro Monoblade Katana (Ex damage, -1cs AP, Ex STR) often used in pairs
Masterpiece Monoblade Wakizashi (In STR, +5 dam, -2csAP) often caries in coat
Auto Cannister Gun(APEX ammo, 30 dam, -2cs AP, 8-shot) anti-meta, may have 2
Man Portable Plasma Cannon (40 dam, 3 shots) beam or 1 area range cone, anti meta
Flamer Gun (30 dam +10 for 1d10t, 6 shot) also Ex acid, coldfoam, bioagent, toxin,web
Conerifle (40 dam -2cs AP or 80 dam HEX, smartammo+lasersight +1cs any range, 1 shot) snipergun mostly,various guidance systems icluding: laser, smart, anti-meta
Shokkstik (+5 dam & Ex stun) used with katana or vs normals and psychers
Flitpak (Gd Flight, 10min duration, Ex STR) or Gliderweb-Vest provides gliding

Notes: Banks was hired in the nineteen eighties as a consultant from MI6 Meta-Operatrions division. He personally developed many training programs to combat superhumans. He has administered a number of superteams including Taskforce UK, The Southern Knights and the Southern All-Star Squad. He has officially scored an impressive 14 confirmed metahuman kills. He disapproves of metahumans who misuse their powers or harm normals. Presently he heads his own firm of Metahuman Security Consultants for meta prison Project Safeguard.Most have no idea he is immortal.

Robots
Wrekka, Invigilate, Sentinel, Minuteman, other various models

Mark I Mark II Mark III Mark IV Mark V
F Excellent (20) Excellent (20) Remarkable (30) Remarkable (30Incredible ) (40)
A Exellent (20) Excellent (20) Remarkable (30)Remarkable (30) Incredible (40)
S Excellent (20) Remarkable (30)Remarkable (30)Incredible (40) Amazing (50)
E Excellent (20) Remarkable (30) Incredible (40) Amazing (50) Monstrous (75)
C Shift Zero (0) Feeble (2) Poor (4) Good (10) Excellent (20)
R Feeble (2) Poor (4) Typical (6) Good (10) Remarkable (30)
I Poor (4) Typical (6) Good (10) Excellent (20) Remarkable (30)
P Exellent (20) Remarkable (30) Incredible (40) Amazing (50) Monstrous (75)

H: 80 100 130 150 205
K: 26 42 60 90 155

Tech: Excellent Remarkable Incredible Amazing Monstrous
Cost:
Incredable Amazing Monstrous Unearthly Shift X

Mark I
These early robots came to serve special forces in Wrekka USA in the late eighties.Some secret organizations had reached this stage possibly as early as the forties. Typically they are armed and programed for: security, riot control, prison guard, special forces and police work. This includes: Truncheons, Shokk Batons, Impaling Spike, Riot Gun, SMG, Laser Rifle, Flashlight, Sonic Stunner Carbine, Shokksheild, jetpack, Netgun, Watercannon, Fire retardant foam, metascanner, motion detector, radar, thermograph, multiband radio/video, computer interface, Anti-meta/vehichle ammo. Human apearing decoy models have also been built to infiltrate then overcome enamies from within.

Mark II These appeared as anti-meta and millitary models in the early nineties. Some occasional villains had built them as one offs in the seventies. Typicaly they are armed for extreme and preferably non-urban missions. Arms include: Machineguns, Autocannons, Rockets, Missiles, Chain Gun, Light Cannon, Plasma Gun, Ex flightpack and wings, Satelite Uplinks, Sensor and Commo suite, Cutting Laser, Flame Thrower, Railgun, Grenaide Launcher, specific counter power customization (such as heat sheilding, flame retardant webb, coldfoam, heat seeking missiles vs a character with heat powers).

Mark III These were elite command units in Wrekka America, first seen in the mid nineties. Able to instigate urban combat and concern for safety of humans, as well as fly into orbit and hunt sattelites. Energy weapons, internal power plants, non lethal weapons make them deadly foes. Arms Include: Plasma Cannons, Stunner Cannon, Strobiscopic flash gun, Shokk Touch, Rm vectored thrusters, combat computer (Spot Weakness) .

Mark IV
Thesewere built in the last days of Wrekka USAas prototypes and have only recently seen again. They seized control of the USA for it’s own good and shocked the world. Their Energy weapons are still highly sophisticated and seldom understood. Only Meta science can produce them. Arms include: Mn aerospace engines and wings, Multispectrum energy blaster, Energy Web, Plasma Blade, Forcesheild reinforced armour, Energy Harpoon, PowerScrambler, Power Inhibitor Cuffs

Mark V One of these was built by completely unknown means in 1996, for a time it was the supreme Wrekka before it evolved it’s own self identity and disappeared. Australian Sentinel claims he last saw the mighty weapon in disguise working as a janitor in Chicago. Orion was apparently built from the molecular leval and is theoretically near indestructible. Arms include Antigravitic flight, ForceFeild, Shapeshift, Disintergrator, Tractor/Repulsor beam, Power Inhibiter Feild, Psi Jammer Feild, Immortality, Cyberempathy, Telport, Powerscan, Aurasense, Reflection, Energy Absorption,

Notes: All have body armour = to their Endurance and self destruct at Endurance +2cs. Psyche represents electronic countermeasures vs insanity and control. Fumbles on a reason roll means the robot makes a serious error and deviates from normal programing. A Psyche feat determins how severe this is. Mark IV and V actualy can be detected as psychic entities but their psuedo organics are difficult to influence. Customized Androids and more humanoid beings may have simular stats but fewer powers. Memory metal/plastic androids, psuedobiological, artificial intellect, human appearing synthetic and biological coated exoframes, technoorganic nanomachine colonies, molecular arranged circuits, are just a few varieties


Cuthulhu Mythos
Starspawn of Cthulhu

F Remarkable (30)   Talents                     Contacts
A Remarkable (30)   Occult                       Human Cult
S Monstrous (75)     Astrogation              Cult High Priest
E Unearthly (100)     Genetics                    Cthulhu
C Excellent (20)          Meditation (Lots)
R Remarkable (30)   Gate Lore
I Excellent (20)
P Remarkable (30)
H: 235
K: 100
P: -20
R: 0 -
Powers

Incredible Body Armour
Claws, Teeth, In (40) Wings, Tentacles
Monstrous Plasticity Boost
Mn (63)Wings, Mn (63) Armour
-Elongation, (Un) Growth +3cs hit,
Monstrous Regeneration
-Regenerate Limbs, Self Revival
Incredible Long Range Dream Projection
-Horror Blast, Slavebonding, Psi Scan, Call
-Illusions, Psiblast, Dominate, Mindprobe
-------------------------------------------------------
(When the stars are Right also gain these powers)
Unearthly Interstellar Gate travel
-Lightspeed Travel, Banish, Summon, Timegate
Notes: Starspawn plunged to Earth aeons ago from some distant sun. They ruled the Earth foe a time until the stars grew dim and they slept to await a more favorable set of constellations. They live in subterranean chasms, submerged cities, lake bottoms, icecaps and other hidden places. They are tended by Deep ones and some times humans. They have been at war with other primordial species such as the Great Old Ones. The greatest of them is Cthulhu who dwells in his sunken palace where he has been priest king of his civilization for millions of years.

Iron King Assassins
Fat Lady, aka Vira Constantini

F Incredible (40) Talents                           Contacts
A Remarkable (30 Wrestling                       Iron King
S Amazing (50) Intimidate                            Circus of Assassins
E Monstrous (75) MA (ABCDEIKL )        Black Lodge College
C Excellent (20) Meditations (ABCE)            Hashim Assassins
R Excellent (20) First Aid                               Iron King Assassins
I Remarkable (30) Torture                            Black Claw Ninja Clan
P Incredible (40) Hypnosis                         Grandslam
                               Indoctrination                  Thugee Assassins
                               Espionage
H: 195+40
K: 110 + Old Vet
P: -20
R: Increadible

Powers

Amazing Plasticity
-Extra Limbs, 1 area range +1cs multi att (Pseudopods)
-Incredible Bounce
-Incredible Enhance Armour +6pts
-Incredible Clinging
Incredible Body Armour (includes Mass/Density/Size)
-Remarkable Trap Missile (capture object unharmed)
-Remarkable Flexshot (can fire an object trapped in flab)
Good Meldsuit
-Self-Revival
Notes: (+1Cs to hit, 10 tons weight, 2 stories Tall)Formerly a teacher then nurse during AWWI. Has worked with many powers as a tamer of troublesome Metahumans. At some point (or perhaps always) she became an agent of Ironking. Since then she has operated several indoctrination camps and even one inside the The Tunguska Organism which Iron King once commanded and which was probably a large swarm fragment. She has been one of the most hated villainesses alive and has been rumoured to have had many children. The bodies of her black and blue bruised lovers have been found across the world.


Thumbscrew, aka unknown

F Incredible (40) Talents                       Contacts
A Incredible (40) Acrobatics                 Iron King
S Incredible (40) Intimidate                  Wrack, Psi Buddy
E Incredible (40) MA (Lots )                Black Lodge College
C Excellent (20) Meditations (ABC)         Riechforce
R Excellent (20) Military                           Iron King Assassins
I Remarkable (30) Torture                      Black Claw Ninja Clan
P Incredible (40) Hypnosis                    Iron Maiden
                               Indoctrination             Dungeon Master
H: 120                   Tumbling                    The Mob
K: 110 + Old Vet  Escapology                 The Temple
P: -40                     Streetwise
R: Increadible
Powers
Increadible Telepathy
-Remarkable Mind Probe
-Remarkable Psi Scan
-Remarkable Mind Control
-Remarkable Hide Memories
- Remarkable Psychoblast (energy)
Incredible Body Armour
Remarkable Regeneration
-Exellent Self Healing
-Exellent Endurance Recovery
-Exellent Stabalize Injuries
Good Meldsuit
-Typical Self-Revival
-Typical Shadowblending
Notes:Thumbscrew was employed by the Third Riech to help hunt and indoctrinate Metahumans. At some point he was also employed by Iron King. He is a known torturer and hitman for Iron King with many enamies. He wears a balaclava, goggles, long coat, equiped with a wide range of spy, assasin, and torturers gear.

Circus of Assasins
Ringmaster, Strongo, Cuthbert the Clown, Queen Snake, Fishboy, Aristo the Acrobat


F Ty (6) Ex (20) Ex (20) Gd (10) Ex (20) Ex (20)

A Ex (20) Gd (10)Ex (20)Gd (10) Ex (20) Ex (20)

S Ty (6) Ex (20)Gd (10) Gd (10) In (40) Gd (10)

E Ex (20) Ex (20) Ex (20)Ex (20) In (40) Ex (20)

C Ex (20) Gd (10) Ex (20)Gd (10) Pr (4) Gd (10)

R Ex (20) Gd (10) Gd (10)Gd (10) Pr (4) Gd (Gd)

I Ex (20) Ex (20) Gd (20) Ex (20) Ex (20) Ex (Gd)

P Ex (20) Ex (20) Gd (10)Ex (20) Gd (10) Gd (Gd)


H: 52 70 70 50 12070

K: 8060 50 60 38 50
P: -20-100 0 -30 0
R: ExEx Ex Ex Fb Ex

Ringmaster: The cigar smoking leader of the gang, a magiciam, mobster and escapologist. Talents: Whip Specialist, Stage Magic, Streetwise, Hypnotsim, Trance, Escapology, Sleight, Gambling. Equiptment: Gd Hypno Hat, Gd Revolver, Ex Monowhip.

Strongo: A bald man with silent and stoic gaze. He is one of the strongest men who ever lived. Talents: Weightlifting, Focus (STRx2/day), Endurance, Wrestling, Martial Arts C, F, I, K. Equiptment: Ex Chain, Rm armgreaves, Rm Bar.

Cuthbert Clown: A wacky, crazy clown who juggles deadly objects. Talents: Marksmanship, Thrown Weapons, Throwing, Demolitions, Weapon Smith, Martial Arts A, D, E, Tumble, Clowning, Crack Joke, Illumination. Equipment: knives, chainsaw, machete, flaming torch, Molotov cocktail, heat shell, frag grenade, napalm grenaide, acid vial, thermite bomb, sonic grenaide, plasma shell, bolo, paint bomb, smoke grenade.

Queen Snake: A muscular and sultry redhead dressed in snakeskin with her pet metapython monty. Talents: Animal handling, Trance, First Aid, Toxicology, Herpetology. Equiiptment: Gd snakeskin armour. Snake F: Ex, A: Gd, S: Rm, E: Rm, C: Pr, R: Pr, I: Gd, P: Gd, Rm Elongation, Armour & Toxic Bite, Wrestling Talent

Fishboy: A part Deep-One boy with superhuman strength and subhuman intelect. Talents: Martial Arts B,G, Beserker, Swimming. Powers: Claws and Teeth, Rm Armour, Amphibious, Shapeshift (Human to deep-one), Hyper Strength, Regeneration.

Aristo Acrobat: A handsome and agile acrobat martial artist. Talents: Martial Arts A,B, D, E,H, J, Acrobatics, Tumble, Balance, Climb . Equipment: swingline, billy club, claymores, micro locator beacon .

Notes:
The Circus of assasins varies in it’s membership but consists of an ancient order who pretend to be common entertainers while practicing some of the most amazing physichal and mental disciplines on earth. They kidnap infants and raise them in their special skills immediately. The Cult goes back the the arena’s of ancient Rome and goes to the carny folk across the world. Once hired killers, today they serve Iron King as trainers for his assassins. Possibly he seized control of them from a hidden immortal leader. Fat Lady has also been known to consort with them for cross training with her own students. The assassins most recently kidnapped the Australian Hero Rubber Jonny.

Other Members
: Cowgirl, Boxer, RubberMan, Injun Joe, Junglegirl, Fire Eater, Take-a-blow-Joe, Wraslin Man, Tumbling Twins, Mr Zebadee, Cyclegirl, Bearded Lady, Dogboy, Escapo, Billy the Bat, Plantwoman, Walking Carrot, Monster Truck Pete, Gypsy Glinda, Glenda the Elephant, Gorilla Joe, Lion King, Crocboy


Swarm Monsters
Space Scorpipede

F Remarkable (30) Talents                           Contacts
A Excellent (20)       Burrow                          Nemesis Planetoid
S Incredible (40)  Claws                                Starspawn Swarm
E Monstrous (75) Spine                                 Iron King
C Feeble (2)            Smell Prey
R Feeble (2)
I Excellent (20)
P Excellent (20)
H: 165
K: 44
P: 0
R: 0

Powers
Incredible Body Armour
Remarkable hyperspeed
Claws: xtra attack, +1cs hit, grab, dam
Spine Caster: Rm dam + Inc paralasys poison
Ex tunneling

Notes:
This species of 9m long insectoids rapidly became a menace once on Earth. Once established they build nests and then lay eggs inside uneaten humans. They also captured metas, encasing them in cacoons for some unknown purpose. They attack at night, burrowing through floors and stealing the occupants. Larger versions have been rumoured with +1cs all stats and powers..

Space Homunculus

F Remarkable (30) Talents                    Contacts
A Excellent (20)        Sense Motion        Nemesis Planetoid
S Remarkable (30)  Claws                      Starspawn Swarm
E Amazing (50)       Bioweapon              Iron King
C Feeble (2)            Smell Prey
R Poor (4)               Track Scent
I Excellent (20)
P Excellent (20)

K: 46
P: 0
R: 0H: 130

Powers

Claw: edged claw +1cs hit, block, dam and grab
Remarkable Body Armour
Biogun: various models including flamer, acid, toxin, virus, web, harpoon, Autogun,
HEX (60dam), AP bolt, all at remarkable

Notes: This species arrived on Earth secretly and apeared during the invasion peak to attack key outposts of human resistance to the invasion. They are lumpy green humanoids with a crablike claw on one arm and a biological weapon on the other. They communicate via whale like squarks and squeals. A pod of homunculus are usually armed as per their mission or possible opponent, but mostly bolt-throwers.
Starspawn Swarm Monster Notes: Swarm monsters descended during the culmination of the Metawars, When the worlds metahumanoids assaulted Iron King. They mistook IK forthe source of alien and metanormal activity. When the swarm came to avenge IK, a mere sub organism of the Nemesis Planetoid, all realized that the Earth had long been locked in a cosmic struggle between macrocosmic structural metagenetic beings. Swarmlings occasionally form the metagenetic cloud belt surrounding the Earth. Swarmlings decend in re-entry cacoons then seek a lair (underground if possible), then food (humanoids), then metagenetic samples (metahumanoids) and finally reproduction. All follow a hive organization and build elaborate tunnels reinforced by organic concrete made by their saliva and dirt. Sometimes both species live together. Some weird things have been found in these hives such as edible moulds, luminous fungi, human luring fungal blooms (Ex scent based mindcontrol), tiny parasitic beetles and more.

Some Hero Questions?
What is your nationality? What is your gender? What is your name? What is your job? What is your family like? What is your education like? What are your interests? What is your romantic status? What strong beliefs drive you? What do you look like? When were you empowered? How did you get them? What do you tell others? How do deal with authorities? What is your costume like? What is your equipment? Where do you live? How do you get around? Do you have a secret I.D.? How do deal with the media?

Hero beat - Who'sWho in my Marvel Game

0
0

These are notes from my marvel game with some stuff from 84-2007. First 20 years was set in Adelaide and then made River City setting - a mythical city between Adelaide and Melbourne.

Sorry about formatting issues

Hero beat Magazine
Here’s the show with the lowdown on who’s who in River City brought to you with channel 5 drama-news service,
where truth is something we consider!


Top 10 Most Powerful – Most powerful in the city and contenders for Australia’s Mightiest – Daily newsworthy
1 (50)
Australian Spirit
Australia’s Favorite
Back from the stars in the red white and blue, thought dead for decades, Something of Australian Super Hero royalty. Able to fly, fire solar bolts, lift tanks and is invulnerable.
2
(50)
Princess Amazon II
Female Liberator
An Amazon champion here to lead us to the light, always a controversial exponent of girl power. All round super athlete and warrior armed with her Grecian weapons.
3
(40)
S.T.E.E.L.
Atomic Knight
Special exo-skeletal enhancement for lawmakers”, River cities own battle suit champion employed by Town hall and sponsored by the cities corporate benefactors. No one knows who pilots the atomic powered knight of river city.
4
(40)
The Andromedan
Alien Vigilante
This alien hero has been at home since the 70’s and is now in river city. His black suit and andromeda symbol are striking but not as much as his tractor-repulsor powers are awesome.
5
(30)

Lady Luna
Occult Adventurer
A solemn sorceress who keeps us safe from things that go bump in the night. Stopped that demonic invasion 97 which transformed the city into hell – (you may not be able to remember for magical reasons). Mistress of the mystic arts.
6
(40)
Unicorn
Bright Goddess
The blonde mystical speedster with the magic horn. Not only can she blast evil doers to ash, she can heal the sick and dying. Her white suit and power glow show her inner light.
7
(50)
Golden Girl
Super Athlete
A relic of the Seventies super soldier program. She flies, is invulnerable and can glow and shoot lasers. She has been in some famous property destruction law suits and was a founder of the Southern Stars – a patriotic hero team which collapsed in the eighties. She seems bitter her past failures but has been asked to start a new patriotic hero team.
8
(20)
Electric Lady
Retired Heroine
While she used to be a big shot, few confirm seeing Karen Daniels in costume for years, but she now lives in River City. Once able to melt a tank and a member of SAFEGUARD in the eighties. Not much now but still respected by those in the know. Her secret ID was blown in the eighties now she acts as a consultant and writer and media personality.
9
(30)
Captain Resilience
Space Ranger
Star faring seductress who flies, traps villains in web and protects the innocent with a force-field. Has saved the city on multiple occasions and even upgraded the cities water treatment and sewerage works. She does so many things for us in the name of the galactic space scout ranger corp. Her adorable gelatin side kick “Bloopy” is a hit with the Kids too.
10
(30)
Night Man
Mystery Man
The oldest vigilante in the city who gives every one the willies – but the police always call him when no one else can help. A black hat and cloaked mystery man who uses an army of agents and unknown abilities. Has been active since 1926.

Top10 Up and coming - These guys make the weekly news and are familiar to most news watchers.
1
(20)
Dr Electron
Science Hero
With her shrinking powers and ability to shock evil into submission on touch. An old regular who never seems to get the glory doing most of her work on microscale.
2
(30)
Officer Dan III
Police Automaton
Everybody’s favorite robot cop run by the police department. Popular with the kids who all cried when Dan I died fighting Canetoad and Dan II died fighting Dr Tron
3
(20)
Steel Angel
Angel of War
A beautiful woman with steel armour, wings and a sword, a staunch Christian who battles evil in mens souls. Preaches as she beats criminals to near death.
4
(20)
Mercury
Chromium God
A chrome coated wonder with the winged helm, sandals and rod of Mercury. A promising and popular hero who has averted several plots against the city using chemicals.
5
(20)
Space Toaster
Cosmic Construct
The cosmic cooking appliance of the space-gods, we have all come to know and love. Serving cosmic power bolts to injustice and all televised from his pad and space ship.
6
(20)
Joltman
Lightning Avenger
A vision in red and yellow who can shoot lightning and even become a bolt of lightning. Able to pass through phone lines and enter computer systems.
7
(20)
Black Arrow III
Olympiad & Agent
A grim archer and apprentice to huntsmaster. She hunts monsters and villains with her deadly armour piercing arrows. Olympic body builder, archer, wrestler and boxer. Has advanced tech and mystic relics.
8
(30)
Sentinal 43
Android Replicant
Originally an android copy Australian Sentinel as he has in every Australian city. The public know, and the façade of looking like sentinel was dropped years ago. Now this black and red android uses inbuilt weapons more than the strength and martial skills of Sentinel.
9
(30)
Ultraman
Supreme Hero
A new contender – he flies, he zaps crooks with his eyes and his bulletproof, but his a long way off being Australian Spirit. He spends a lot of time on the street though and he is gaining support fast. Has avoided talking to public and press, just fights crime 9-5.
10
(40)
Firefox
Pyro-Elemental
Pyrokinetic flying heroine and government agent and former test pilot and Hex Men member. Has so many old hero friends to call on villains seem afraid to go harm her.

Top 10 New Gen – These Kids are fresh from the academy and are one the streets and out for evil – all made news
Teen sidekicks are disapproved of since the 70s and are now seized by the state if caught – becoming wards of the state.
1
(20)
Cebelle
Sonic Volume Teen
Sister of Shodowbat, a sassy goth girl with sonic powers. Trained by criminals then her brother she is deadlier than she looks. Acts all cute and fun actually a veteran fighter.
2
(20)
Volta
Shock Power Teen
Electric ladys sister and Promethius’s youngest. A rebellious punk without the cyberion meta enhancement of her sister. All cute and gloomy actually a veteran fighter.
3
(20)
Harlequin
Science Teen
Discords adopted sidekick who now uses his base and equipment and her own additional gear. Houses her friends Cebelle and Volta. She has a piebald costume with blank face mask, her own hair and a cape. Also her buzz-saw staff, super-flex cables, gas, monofilament line and laser gun. She is quirky and mischievous like Discord and follows his esoteric alien doctrine. She has been a hero since aged 12, despite the laws efforts.
4
(20)
Griffon III
Hyper Teen
UK exchange student and all round super athlete, has blades and darts. Seems keen on sticking around river city rather than joining taskforce UK like his Anglo-American father and famous dynasty since WW1 since it was team Britton. Brooding and quiet.
5
(10)
Bullet II
Speedster Teen
Grandson of Australian Sentinel and very serious about his fathers death from Iron King.
Fast, strong and armoured. Always a headstrong and vocal rebel.
6
(20)
Kid Quantum
Hyper Smart Teen
Heir to the fallen hero Dr Quantum. A scientific smart arse and super nerd. Able to transform his own mass into other materials and super brainy beyond years. Sad about his mom and dads tragic death but determined to make the best of it and clear her name.
7
(10)
Psychic Girl
Psionic Teen
A telepath and clairvoyant still surprised by big city and superheroes. Has avoided kidnap attempts five times and had had aid every time to escape. Still learning about talents and life growing up in town. Knows way too much about everybody and everything.
8
(20)
Kid Atomic
Atomic Teen
Cocky kid with cool helmet and suit in red and shiny gold. Flies and fires atomic blasts and controls his own density. Very over confident and a believes he is a good leader.
9
(10)
Kid Ikaris
Winged Teen
Grandson of Australian Eagle – has alien technological wings and armour and uses martial arts and modern weapons he develops. Looking for lost city of the bird men to help him.
10
(10)
Magic Girl
Occult Teen
A sorcerer with her own pocket universe where she rules supreme. She seems such a sweet thing without the violence of other heroes. Takes evil doers to her world and uses it to travel to different places. She helps the kids have crazy adventures anywhere or when.

Top 10. Feared Vigilantes – the ones street crooks rate as least they want to meet
1 (30)
Wraith
Crimes Nightmare
The wraith is a relentless hunter of evil criminals who escape justice. He can walk through walls, kill with a touch and often scares criminals into righteous behavior. Has occasionally helped flashier heroes vs great evils threatening world or city.
2
(-10)
Adjudicator
Vigilante Killer
The gun crazed vigilante for this year, ex-major Trent Conner came back from peacekeeping to see his family killed by a gang – now he can’t stop killing them – a wanted man.
3
(10)
Scarlet
Vigilante Assassin
A crossbow wielding mature woman who puts mad dogs to sleep for the ordinary people of river city. Quite popular for a mass murderer or respectable untouchables.
3
(20)
Fury
Extreme Justice
Super-fast huntress in green and gold, with claws and a short temper for criminals. Works frequently with police and may attack other heroes who push their vigilantism too far.
4
(20)
Wally Surface
Ape Detective
The world famous ape detective and body guard with his own detective agency. He did manage to wrestle down a dinosaur last year, so he must be stronger than most apes.
5
(10)
Rage
Multi-armed pugilist
A gang leader who keeps his street free from crime – a four armed brawler who can burrow through the earth and tear steel. Briefly served as Terra on Freedom Five with mercury.
6
(30)
Jade Tiger
Divine Force
Defender of China Town with mystical martial arts and Dao powers and her jade aura of invulnerability. Famous for gang battles in china town and occasionally monster fights.
7
(15)
Reaper
Super Soldier
A super fast shadow with claws, a vindictive avenger who other heroes won’t work with. Has his own network of homeless who he feeds and houses and clothes. Has battled other heroes while berserk. Increasingly supernatural in appearance since his special op days.
8
(20)
Lhana Shee
Occult Entertainer
A celtic mystic who twists wicked men’s hearts and souls and makes them mad. Often has a flurry of minor heroes at her side and defending her every move who she “trains”.
9
(20)
Tigress
Mystery Woman
An enhanced super agent and former side kick of alien feline space ninja: Devestator. While she might look like a cat she fights like demon. Cooperates with the law but has left a few too many bodies bleeding and unexplained. Stronger, faster leaps higher like a tiger.
10
(10)
NoMan
Mystery Man
A sinister suited man with no face who taunts and destroys criminal schemes with relentless tricks, traps and weapons. A deadly brawler who fights with incredible finesse.

Top 10 Most wanted criminals – Normal human but noteworthy street crooks without powers or exotic abilities with normal criminal activity. Not really the sort to conquer the world, most have some normal goal even if mad.
1
(-20)
Zodiac Killer
Serial Killer
Killed 18 this year – a modern jack the ripper meets Alistair Crowley – he could be anyone! Has been leaving a trail of ripper style occult killings gripping the city in fear.
2
(-20)
Ugly Jo Mascoponi
Mob Leader
Maffia family renegade after the family rule and killing everyone in his path. Freaky domed head with frizzy hair and a clownish big nose. Except clowns don’t cut your throat when you disrespect them. Has killed dozens in the last few weeks.
3
(-20)
Maddog
Mike Murphy
An infamous hit and run armed bandit, who has taken millions in heists and injured many security agents. Wears a dog mask and carries SMG on the job. Other criminals avoid him.
4
(-10)
Gods Bomber
Terrorist
Christian bomber zealot – attacks abortion clinics, universities, science teachers, atheists…
Has made an attack every holiday for years – has used church goons to escape.
5
(+10)
The Cat
Theif
Thief par excellence who abhors violence – a gentle man who sells back the goods discount. The public find his public decrees, bravery and panache charming.
6
(-20)
Crazy Kelly
Enforcer
Notorious cop killer and gang fighter for hire. Has harmed several Heroes with deadly well planned attacks. She has escaped custody and most cops want her dead.
7
(-10)
The Eraser
Mad Vigilante
A cape killer, possibly more than one person who targets and kills people with only minor super abilities and have a super ID. He culls the weak and inept who lack that super quality.
8
(+5)
Cool Luke
Slacker Crook
A slacker car jacker who acts like a vice city gangster and has gotten away with it. His handsome appearance and charm often gets him out of trouble. He makes it all seem easy.
9
(-20)
The Baby Snatcher
Crazy Old Lady
A mad kidnapper who has stolen 11 rich young children and taken them into the sewers never to be seen again. Described as a crazy old homeless crone who has been in the city decades.
10
(-20)
Ma’ O’Donnell
Mad Matriach
A redneck clan matriarch who took over her inept son’s gang and made it her own. Thinks city folks is fools and encourages her boys to get super powers, heaping guilt and shame on them. They have tried robbing secret labs and seizing hazardous materials in transit.

Top 20 Most Wanted Meta Human Criminals – All extremely dangerous villains with nefarious schemes.
1
(-75)
Firebug
Pyrotic Genius
Originally a shy science hero who eventually began using powers to enhance flamer weapons and a battlesuit After increasing comments about his new powers of callatoral damage from team mates, he attacked them all. He denounced the group to become a founder of FIRE. Later a mad hero released him from a long stint in goal and burned Darwin down in 1986 as a test, killing 10, 000. Supplied villains and mercenaries with arms through his org. No-one knows what he is up to nowdays but he is a sadistic experimentor with weapons and his old battle suit model sometimes is used by FIRE or someone cashing in on the panic Fire-Bug generates. Robots have also been battled by heroes too. He did help fight Iron King by calling a solar flare to explode revealing the star chimera’s position to the world.
2
(-30)
Dr Tron
Science Despot
Robot building scientist and former hero, attacked the city in the robot rampage of 02. Dr Tron claims society and heroes rejected his power – now he wants to rule instead. Dr Tron makes replicants and robot goons used by other minor villains.
3
(-30)
Mystico
Mystery Wizard

A sorcerer always experimenting with supernatural horror for his personal power, glory and curiosity. Often comes to conflict with magical heroes and famous for weakening science heroes with magic and other reality warping powers.
4
(-40)
Ape X
Gorilla Genius
A super intelligent psychic gorilla who is always trying to turn everyone into an ape/and or take over the world. One of the more powerful active villains ever in river city.
5
(-30)
Hangman
Zealot Vigilante
A vigilante who strings up who he believes is a wrong doer – was affiliated with racists as hooded justice, now cruelly kills and punishes according to medieval law for petty crimes or major alike. Has in the past helped heroes kill villains and drive off aliens.
6
(-20)
Siryn
Sea Witch
A haunted sea witch who lures men and vessels to their doom, a cult priestess of a mad coven of waterfront workers. A menace to shipping and the city yacht club.
7
(-40)
Iron Maiden
Metallic Monster
A spiteful angry iron goddess with a spear of fire. No one is quite sure how her powers work but she killed Mega-man at the mall brawl in January upping her status.
8
(-30)
Harpy
Revolting Monster
A thieving diseased flying mythical monster woman. Pollutes and ruins events with diseased excrement and horrible screeching. Always attacking society and city pride.
9
(-20)
Feral
Bestial Theif
A shape shifter with animal powers who has created swarms of pests to help her crimes. A dangerous killer if cornered. She has been stealing in broad daylight for years.
10
(-50)
Sister Hate
Nazi hatemonger
Used her emotion machine to make city wide riots in 60’s and every decade since. Once wanted blackmail now just to destroy the city for revenge. She often has a lab bunker with flunkies the works – unseen for years, due to return. One of the most persistent Nazi villains in Australia
11
(-30)
Brute
Supersoldier

A bestial ogre who lives in the sewers and ruins – has battled many heroes and destroyed dozens of large buildings. Occasionally works for other villains as a goon. A military experiment gone wrong.
12
(-20)
Kid Evil
Satanic kid sorceror
An evil sorcerer, possibly not an actual kid – uses sadistic satanic powers to cruelly kill and curse. Kills with bizarre accidents or just wills it. Cruel and unusual killing a specialty. Has a pet cat or other creatures on and off.
12
(-5)
The Blot
Amorphous theif
A bizarre thief who can appear and disappear and warp her body in strange ways to hide and confuse. Stole the enigma stone for Dr Apocalypse for cash.
13
(-50)
Dr Apocalypse
Mastermind
The man behind the demon night incident and who even tried destroying the city with a volcano – has vowed to destroy the city. He often has super goons, monsters and demons at his bidding. Originally physicist who contacted demons for science secrets.
14
(-30)
Belgariad
Celtic Cultist
A shape shifting Celtic eco-feminist terrorist and cult leader who can change shape, control men’s minds and punch through steel. Believes honestly everyone should join her.
14
(-10)
Ninja Avenger II
Bogan Assasin
Clone of an ex-80’s government op turned assassin and gang muscle. Actually a bogan from Adelaide. He has a mullet and a flannel shirt under his ninja suit. Likes trucks and pitbulls. Drives the ninja avenger monaro - a hotted up holden bogan mobile
15
(-40)
Carrion Queen
Undead Monster
A grave robber ghoul turned queen of the undead. Has arisen several zombie swarms over the years. Wants all to join the dead or be eaten, used dead superheroes to do her bidding.
16
(-10)
Magpie
Theiving Jinx
A flying thief who can’t help but steal shiny things – tends not to harm anybody and has been in and out of prison for years. Seems to be a Jinx to all around her.
17
(-20)
Green Mantis
Fallen Hero
A former heroine martial artist who has become more insectoid due to a swarm infection – her old friends are hoping to save her in time. She attacks heroes hoping to infect or kill them or mate with them. Increasingly used insectoid powers to make swarms and minions.
18
(-30)
Nanny Grim
Cyber-Kidnapper
A child kidnapping A.I. who wants to raise super children in her robotic bunker to survive a coming apocalypse. Has armoured goons kill parents. Uses nursery ryme character bodies.
19
(-20)
Diamond Jack
Crystalline Brawler
A crystalline beautiful bruiser who often works with other villains or works on petty theft. Killed Running Man and Kid Lobo while working as a mercenary for Dr Apocalypse last year. Has been using powers to absorb kinetic energy and emit lasers.
20
(-20)
Hellion
Occult Monster
A demon summoning minion of Dr Apocalypse with her own independence and goals. Has imps and goblins do her bidding.

Top 30 Famous dead* or missing Villains in River City Vicinity, all very powerful and infamous as evil.
1
(-40)
Force
Science Despot
Psionic inventor and conqueror. Unfortunately he seems so reasonable. Several times has held nearly ultimate power only to have heroes stop him or his ambition is too great. After last effort to take over the world was killed in exploding base.
2
(-100)
Iron King
Starspawn Avatar
An alien avatar of a colossal space chimera which created many super beings and tried to consume the earth. Killed by earths greatest heroes. The Avatar dwelt under River City.
3
(-10)
Grandslam
Assassin Kingpin
A feared assassin who fought many heroes but seemed to have some honour. Leader of the Assassins Order. Possibly killed battling Iron King affair after helping heroes.
4
(-40)
Mayhem
Science Despot
Armored agent of Force and FIRE, once assembled a massive force of villains to hunt and kill all heroes. A telepath in a battlesuit. She was killed in battle when suit exploded.
5
(-50)
Fat lady
School Mistress
Vira Constantine Ran a school for kidnapped metahuman children to serve Iron King – also one of the deadliest fighters ever. Began to become more monstrous and would maul and swallow men with her body. Also affiliated with the circus of assassins who she trained.
6
(-40)
Fenris
Supersoldier
A super-soldier with a monstrous alien combat form and psionic powers. Former hero went awol when symbiote got control. Killed Jet-stream, Blizzard and several other new heroes so only the fit would survive. Part of a government super soldier program in 90’s.
7
(-75)
The Atomic Brain
Science Monster
A crazed scientist willing to kill everyone to prove his genius and stop others from besting him. Often uses minions and goons. For years was an evil brain in a jar, now he has a powerful robot body and space ship. Thrown In volcano by Australian Spirit. Hated world wide for mass murder and pollution. Villains wont work with him so he makes his own.
8
(+30)
Gaia
Starspawn Avatar


Another (but earth based) avatar of the chimera who helped us defeat Iron King then months later turned the earth against humanity. Responsible for return of extinct species of mega-fauna, dinosaurs and awakened monsters. The heroes returned from a wasteland battle announcing she was no longer a threat. Unseen since. This incident did not reduce her popularity. Had several teams of super warrior women.
9
(-30)
Motivator (M)
Terrorist Leader
Psionic leader of the HIVE a women only enterprise to kill all men and reproduce scientifically from their advanced underground city. Stopped by Australian Sentinel. Unseen for decades but some reported agent activities. The HIVE is a 60’s hi-tech paradise.
10
(+20)
Dr Quantum
Fallen Hero
Former heroine who built a vat of nanotech to fix the world by recreating it from scratch after her husband Dr Positron was killed by Apocalypse in 01. Fell in the vat as it was destroyed in her lab by military bombers. Many still remember her as a popular hero and think the whole episode was just an aberration. She also killed several team mates and friends of the heroes to cover her plan up so many heroes are glad she is dead.
11
(-40)
Tekla
Advanced Robot
Angry super robot who wants to procreate – built by Dr Tron as a companion. He abandoned her as too human and weak. She exhibits electra syndrome and anger to her creator and lover Dr Tron. She hates superhumans and has tried killing them often without success. She tried to initiate a machine take over and was last killed in a shuttle planning to colonize an asteroid with robot weapon factories.
12
(-30)
Mara
Asiatic Demon
A giant female snake demon who can incarnate again and again. Sometimes she just wants food, sometimes she builds a cult and makes monster snakes and vampire snake priestesses to serve her. Has been active since 1920’s from Malasia. Has has a cult several times in the past – Experts say she is tied to a relic which if found might stop her.
13
(-40)
Clarion
Advanced Robot
Wrekkas were a anti-superhuman defense robot which was built by scientist Algenon Newman. He built Clarion to independently evolve the program away from mankind who could not be trusted to kill enough with black covert robot deaths-quads. Clarion made the first non government built wrekkas. Clarion did return with different bodies (and genders) giant or humanoid and new robots minions to exterminate all super-humans. Newman and Clarion were both killed before they saw the USA under robot occupation for almost 6 years 89-95. Newman came from River city and hated superheroes. Clarion often returned here.
14
(-20)
Orion
Advanced Robot
Wrekkas built this to be the most advanced weapon ever to hunt and kill all super-humans. It was sabotaged by metahuman terrorists and developed doubt and overwrote it’s illogical programming, adopting a human identity then vanishing as Wrekka America collapsed. Was reported spotted in river city because of early wrekka test labs here.
15
(-20)
Exterminator
Assassin Android
A covert wrekka with bio coating and a plasma repeater rifle. Several have been destroyed and many were sent to Australia to kill Heroes meddling in American Affairs. One more recently in 06 began to kill any extraordinary person above average. It was buried under a sunk garbage scow.
16
(-50)
Brood Queen
Mother Monster
An alien breeding machine which made starspawn monsters for Iron King, particularly the space homunculi, train sized centispawn and other monsters. Having escaped Iron Kings prison ship, she hid wounded In the sewers of River City breeding a new hive of swarm monsters of her own design. She was killed when STEEL blew up the abandoned underground station she nested in.
17
(-40)
Widow Spider
Cannibal Temptress
A shape shifting spider monster who kills and eats men, and who seeks to breed with super-humans and eat them to pass their powers to her brood. Her brood are less human than her and are monsters. She ate several male heroes in the guise of a teen superhero in need of guidance. Soon she was in their lairs eating them and steeling their secrets. Her sons from them the Arachnids assist her or go their own way. Thankfully she bit off more than she could chew with hero Rubber Johnny who slaughtered her and her sons in an extended fight.
18
(-50)
The Mutant Master
Mutant Despot
A grotesque, constantly shape shifting monster from an alternate future after-war hellhole. He makes incursions to our world to steal weapons or occasionally brings a horde of mutated barbarians with savage and hi-tech weapons. Australian Sentinel drop kicked him and a nuke through his warp gate and no-one from that world has been seen since.
19
(-50)
Sinestron
Daughter of Cthulhu
Monster Cultist
A sorcerer and priestess of alien imprisoned space god Cthulhu. Sinestron tried destroying river city and awoke many evil beings. Claimed to be an apprentice of Klingsor. Finally after being defeated and humiliated by heroines Luna and Amazon (they cut out her tongue) and defeated her. She is currently in a prison hospital, restrained, dying from lung cancer and forbidden from seeing anybody. She has changed gender and bodies occasionally.
20
(-50)
Star Spectre II
Undead Cosmonaut
Cosmonaut of soviet union who was cursed by the original Star Spectre to repeat his bizarre accident – she crashed in near River City and began killing all in her path including minor heroes Stingray and White Lotus. Finally STEEL and Luna stopped her with sorcery and science trapping her spectral particles in the upper ionosphere.
21
(-75)
Typhon
Iron Kings Heir
A unique meta being created 2300 BC by a previous star spawn host. He has waited using his knowledge of star spawn and his own advanced science to be the leader in meta-human technology – even creating new types and meld suits. Heroes report killing him in Antarctica 5 years ago with his clone labs and minions.
22
(-50)
Tiamat
Starspawn Avatar
A hideous deep sea monster spawning monsters to slay humanity. Personally attacked river city on several occasions as a 500 foot tall un-killable sea dragon. Returned to death sleep of the ages by a ritual each time but may have some influence still. Once made a human form.
23
(-40)
Blood Queen
Occult Monster
Vampire Matriarch and clan leader – exercised control over a 2000 year old conspiracy with her powers. Finally they obtained advanced technology making her the most advanced vamp on earth. A menace to heroes over the decades the archer Huntmaster killed her with an arrow and Gargoyle cut her head off with an axe ending her plot to control a global business conference held in the city. Claims to have made Jesus a vampire on the cross.
24
(-40)
Lady Jane Muerreau
Science Despot
A brilliant scientist who obtained advanced science and created her own races of servitor creatures claiming to be a descendant of the original H.G. Wells character. She even has her own armoured mercenaries and uplifted animal men with hi tech armour and arms. Apparently eaten by her own creations when Volta freed them of her electronic control in 05.
25
(+20)
Tabitha Swithers
Crazy Rich Lady
A billionaire collector who wants to collect heroes, their weapons and equipment by any means. She also wants to use these abilities to take over the world. The bane of heroes for years she died when Australian Spirit crashed her plane to recover his lost helmet. Now her daughter Crysopasia runs her fortune and is dismantling her mothers hi tech base.
26
(-10)
Mekula
Alien Probe
An alien cyborg agent who infiltrates earths defenses to analyze them for her master. Will fight a hero to learn about them then withdraw. Has been unseen for decades.
27
(-20)
Cane Toad
Aquatic Mobster
An Australian mobster legend and failed super soldier from the 50’s. Trained as an marine commando before launching a 50 year crime spree. Has even flooded cities to aid his often maritime attacks. Always employs goons and likes to play the big man. Has been rumored dead for some years as nobody has seen him much since he and Officer Dan mkI vanished in explosion
28
Scorpion
Indigenous Terrorist
Aboriginal metahuman super soldier from the 50’s – now attacks resource industries threatening tribal land. Also attacks government and corporate agents. Uses gadgets weapons and armour on top of formidable superman strength resilience and speed. Hand thrown harpoon lines is his famous weapon. Usually humiliates but does not try to kill unless blatantly racist
29
Blue Mantis
Fallen Hero
A former hero with mind control, power mimic and a battlesuit of his own design. Once operated a Hero Silo under the river, now a pariah since almost destroying the world when he stole Dr Apocalypses Gem releasing demon hordes into the world. Was since found guilty of many other conspiracies also. His old team mates hunt for him with angry zeal
30
Shadow Queen
Created by Iron King to replace their personalities of various enemies in the new world order – she rapidly went her own way spawning her own offspring including monsters and her own team of children. Continued to attack Iron Kings Killers and enemies long after his death. She was killed in an atomic blast in her arctic circle bio lab bunker. Many of her spawn still live. She plays the part of an Arthurian faerie sorcerous and claims special rights over life.

TOP 20 super animals, creature and monsters apparently and active in the city on several occasions.
1
(30)
Chomps
the wonder dog

Chomps wanders the city making friends and defending the innocent. Nobody owns him for long and he does steal the occasional sausage string. He has gone to town on a number of super strong villains like Ogre and Tomahawk and saved hundreds.
2
(-50)
Doomshark
Were shark monster
Racist life-saver prehistoric were-shark – mostly sighted off the polluted excuse for a beach. Insane over beach closure after keeping it wog free. Given up being human now his ID out.
3
(+10)
Big Kitty
Kitty Kong
Big kitty (formerly big kitten) if a normal cat able to grow apparently any size up to 10 stories. Mostly a large white stray occasionally grows enormous if something interesting takes it’s fancy. Invulnerable also, Big Kitty has taken on the army till bored. Worse still the public love big kitty and complain at the government efforts to stop it.
4
-20
Zoltran
Hound of Dracula
Vampire Wolf hound and pet of Dracula, has been loose in city since founding. Brought over by a drac wanna-be the dog has teamed up with various occult evils ever since. It is canny enough to escape any actual threats. Zoltrans howls scare river city kids at night.
5
+20
Wags the
Bionic Dog
A bionic dog operated by the police, usually monitored by police handlers near by. Wags helps the innocent and can track and find clues. Has torn arm off a Sea Devil.
6
-40
Gammarron
Mega Monster
A 500 foot sea dragon who has menaced Coast City of his annual migration from Japan. Battles other monsters and has saved River City from Cthulhu on one occasion.
7
-40
Kaira
Space Dragon
A space faring monster who hatched in river city and returns seasonally to battle Gammarron. She has occasionally worked with aliens and other elder monsters of Metazoic era earth.
8
0
-10
-40
Dorothy
Plant Monster
Made in a lab this strain was combined with star-spawn spores creating a self replicating mobile horror plant species known as Dorothy. Can seem cute when small, even helpful companion at human size or by adapting human form, before evolving into a talking tree sized flesh shredding psychic horror when young adult. Villains have used her stock to make their own monster species. Such monsters usually lose control.
9
-10
To
+10
Poket-Starspawn
Cute Baby Monsters
Cute baby monsters often adopted by children as pets who train them in secret society tournaments. Most people are concerned they will become worse, other want them on a slab in a lab and some say they are just difficult pets who protect their host children. They can be trained to develop powers beyond their normal size. Some become powerful giant monsters if threatened. Scientists warn they could be as big as mega monster Gammarron if conditions were right. Sometimes a gang can take a hero down. Mostly act child like and eat snacks.
10
(-20)
The River
City Panther
The news for over one hundred years has reported a black panther stalking the city with an occasional appearance in an apartment building or killing location. No one ever caught it.
11
(-10)
Modulon
Advanced Machine
A modular sentient swarm of robots built by students with abandoned government experiments. Modulon wants to cover the earth in modules – everything else is just raw materials. So far he has seized a skyscraper, a spacecraft and a factory. Occasionally a module awakens and gets online then goes to work again. Last seen river city 06.
12
+10
Big Fish
Giant Goldfish
Big Fish is a gigantic orange carp who occasionally eats a body or knocks over a boat. The fish is stupid but several with animal affinity report to being helped by the beast.
13
-10
Groton
Alien Infant
This powerful hideous omnipant infant has beyond the chart ability to manipulate reality. A child of it’s extra-dimensional species it wants to play, harass and seek attention but not intentionally harm anybody. Can talk but mostly demands then has a tantrum and uses his power. Sometimes follows a hero or collects something or even take over the world. Usually his guardians reclaim him but they may be mad if he was mistreated.
14
-40
The Shambles
Nano-swarm Construct
An alien ship who collects mass to repair itself into a planet sized factory. As it awakens and assembles mass and makes servitors to recycle mass people notice and bomb the crap out of it. Has become skyscraper sized. Actually seems too dumb to fly, looking for right parts.
15
+20
Tiwahuhu
Monolithic God
A 50ft stone Polynesian looking statue actually an alien god who demands a sacrifice of coconuts and worship from dancing girls. Otherwise he gets mad. Also battles other monsters and sleeps mostly. He has fans and Polynesian cultists who entertain him. His lady shaman talks for him. Has even driven off alien invasions and bigger monsters.
16
(-20)
JubJub the
river Serpent
Reported by colonial settlers, and confirmed by heroes and villains alike since the twenties. He is friendly enough but can be tricked or controlled by others. Has a shaggy dog like head and 100 foot serpentine bode and lime green scales which change if angered or to hide.
17
(-30)
Octavia the
mega-octopod
A giant octopus which menaced colonial shipping and was used by countless villains in deathtraps Fairly Intelligent she is monitored and fed by several marine heroes. An octopus with a woman face who eats whole cows and sharks. Wants an easy meal and deal.
18
-(20)
X-Gator
Mutant Albino Alligator
A blind albino psionic gator, who protects orphans and kills anything else in her way especially if hungry. Lived with baby mutant psychic troglodytes, magneto-gnomes and even aborted superhuman fetuses with a bad attitudes. She often hunts for food for her new brood.
19
(+20)
Sunny the Bear
Monstrous Kids Toy
A teddy bear who can shrink from normal to 40ft high. Has an entourage of teen helpers who solve mysteries together. A dirty fighter and does not act cute. Smoke’s, swears, wheeled about in pram by helpers when not a giant. Likes to fight monsters for a challenge.
20The Man-BatA werebat driven mad by a silver arrowhead trapped in its body – has been trapped in monster form and comes out at night to feed. Usually eats a stray pets but delights in cruel torture and may take a prisoner. Occasionally in xtra pain and runs berserk through the night.

TOP 10 Paranormal Species, creature and monsters but ones that breed true and usually have a purpose
1
(-20)
Dire Wraith
Alien Species
A shape shifting alien race who tried and failed to conquer the world in the eighties. Defeated by Captain Resilience in the 90’s. Possibly a few left. Into black magic and science.
2
(-10)
Space Homunculi
BioBorg Warriors
A combat bio-borg made by Iron king to provide anti-meta combat ability for the star swarm. These vaguely humanoid flesh borgs are all power and no inner life., A few left about.
Most killed by the Hex Men in the 90’s. Most have a bolt gun or bio weapon and a claw.
3
(-10)
Sea Devils
Primordial Race
An alien race of fish men who like to interbreed with us, several have been captured and dissected on TV. Use black magic and alien science and even have sea monster slaves.
4
(-10)
Yowies
Occult Species
Primordial dreamtime monsters inhabiting the drains and abandoned places of river city. They have been awakened by sorcery and can manifest over again.
5
(-20)
Bunyip
Occult Species
Primordial dreamtime monster inhabiting the drains and creeks and byways of the harbour, beings born of vindictive black magic from primordial spirits – long for closure.
6
(-5)
Mimi
Occult Species
Primordial dreamtime monster inhabiting relics and sacred stones the city was built from. Cheeky sometimes cruel spirit beings who may abduct others to join them.
7
(-20)
Proto-Shoggoth
Alien Construct
A human or being so mutated by meta DNA they turn into a molten flesh ameboid covered in eyes and slime and never tire and eat anything. Aliens and cults use as slaves with some examples being sentient and even able to feign a human id.
8
(-30)
(+30)
Wrekka
Cybernetic
Hero Hunter
Robots built to kill and capture meta-humans first built in the second worlds war and again in the 70’s. In the 90’s took over the USA for several years. Started as 20ft humanoids with larger mecha models and humanoid androids for mimicking humans and metahumans. When self replicating will store hero data and modify a model to be heroes nemesis. Used by black ops still and occasionally automated free willed units decide humanity must be taken over for their own good. Manny variants exist with villains and governments using customization.
9
(-20)
Greys
Alien Species
An alien species of feeble telepaths who study humanity and even keep other species away from us. Range from indifferent to benevolent with some going rogue with their own purpose or to experience sensual pleasures of base humanity. They infiltrate humanity by hybridizing with a humans to make M.I.B.’s. They sometimes assist humans vs other aliens but not because they care (although some exemptions deny they interfere with us verdantly).
10
(-20)
Serpent Men
Alien Species
These prehistoric reptile men are occasionally found as albino apelike blind cave dwellers but some relics of a possible prehistoric civilization exist. Occasionally a blind reptile man is found dead in a stream or shot by a farmer raiding a henhouse.

Top 20 Cults, secret societies and organizations that people might have heard of
1
(-5)
Aquarians
Messianic Cult
A cult who believe metahumans are here to help us reach the next level of divinity. Possibly started by or hijacked by villain Force. Have been duped by many meta powered guru ever since. Members hope to get powers or to be at the side of their superiors.
2
(-20)
Cthulhu Cult
Mad Occultists
A cult who worship a dead undersea pagan god they believe will awaken to eat our souls and send us all mad. Undertake sacrifice and conspiracies to hide their inhuman masters plots.
3
(-30)
F.I.R.E.
Mad Scientists
and Mercenaries
Free And Independent Research and Enquiry started by villains from 3rd reich and meta scientists such as Fire Bug in the 60’s to conduct research without fear or ethics. Their advanced technology is not just from sponsoring madmen – they also steal any technology they can by any means. Have hi tech mercenaries, weapons, goons in boilersuits, the lot.
4
(-10)

6Fingered Hand
Demon Ninja Cult
A cult of demon worshiping ninjas who kill any get in their way. Want to destroy the world. Sometimes help for their own reasons some other evil such as Dr Apocalypse. Not all are ninjas, some are just agents or even priests of their demon lord.
5
(-10)
Circus of Assasins
Killer Carnies
An offshoot of the Assassins who developed a circus to train agents and travel since about 1850. Has been used by many intelligence agencies but was clearly involved in the plots of Iron King – training mata assassins and cloning them for an army before being stopped. Nowadays they are lower key and fragmented but still active in training at least.
6
(+5)
The Star Chamber
Vigilante Group
A vigilante committee who judge and punish the untouchables of society. No-one knows who is a member of the group but they are well informed, secretive and so far effective.
7
(-10)
Si-Fan Tong
Criminal Cult
A drug dealing Asiatic triad who obey secret rulers from the underworld as interpreted by the current leader Lilly Manchu Grand Daughter of devil doctor FuManchu.
8
(+5)
Brotherhood
of Marduk
Illuminated brotherhood of Babylon – the brazen knights of Marduk are the cult arm of Iron King – posing as a Masonic style fraternal order, the brotherhood amassed wealth and influence over centuries only to see it diminish after several ritual murders in the 1930’s. Still influential now but no longer affiliated with alien horrors from the stars who use this to front their religious cults which have since fragmented into dozens of other mad sects.
9
(-30)
Zodiac
Science Despots
A terrorist organization created by Dr Destructor in the Sixties for world conquest. He was killed but the org lives on to find the new leader. Sometimes they run multiple ops to see which villain they think will serve them best as master. Have access to advanced technology such as replicants, cyborgs, psychics and other weird science. 12 Leaders rotate control.
10
(+10)
Gaeans
Eco Friends
Eco cultists, radical left and other weirdos who served Mother during the was with Iron King. When I.K. was no longer a threat they helped her turn the world into inhospitable environment populated by prehistoric species, monsters and biological weapons They have settled down and have given humanity one more chance but still have influenced the world by marrying several generations of heroes in Australia. Operate a healing centre.
11
(+5)


Ultimen
Science Despots
A offshoot from FIRE who specialize in making superhumans, by any means natural, scientific or otherwise. Willing to dissect and study and recycle hero organs if need be. Many government agencies have infiltrated them to see what they have discovered. All adherants are promised ultimate power or a shot at it anyhow. They have of course used Wrekka’s preferring stealthy human sided synthetic models.
12
(+5)
Thule Brotherhood
Nazi Occultists
Proto Nazi occultist brotherhood involved in Nazi Ubermench program, search for lost civilizations and other crazed schemes that only hastened the war when they failed. Have many Nazi Villains hidden, some in cold sleep till they can be used or cloned. Attempted to breed metahumans to be possessed by alien gods who would destroy mortal flesh with raw power. Australia and Argentina were popular safe houses after WW2.
13
(+5)
A.P.I.S.
Government Spooks
Australian Paranormal Intelligence service. Government spooks who monitor meta humans, aliens and other weirdness. Also use extreme measures and even wrekka support. People know they exist but are suspicious. Many meta agents work for them on secret plans.
14
(+20)
SHEILD
Covert Global
Peace Keeping
Supreme Headquarters for international espionage, law and defense – A un org frequently hijacked by American control until the Wrekka USA event which made them firmly a U.N. operation. Anti all the world conquering villains and groups which sprung up in the 60’s. Also keeps eyes out for alien invasion. Have considerable hi tech arms and bases.
15
(+10)

Project Safeguard
Super Prison
Builders
The Australian meta prison organization, founded by heroes whose enemies could not be held by normal law in the 60’s. Have built many prisons and guard them with advanced tech, battlesuits and transport vehicles. Usually arrive after a fight to clean up the mess.
16
(+30)
SHADO
Anti Alien Force
Supreme headquarters alien defense organization – principle global organization to detect and combat aliens. Use some tech taken from aliens also to equip their agents.
17
(+10)
HEX
Metahuman
Rights Org
Created by heroes on the run from the law to combat Iron King and all his manifestations. Since the victory over his forces, the original Hex Men team have created an org for invited persons to combat abuse of metahumans or their powers – from science despots, cults or governments. They operate outside of government wishes and sometimes confict with them.
They tend to not even approve of super heroes and feel superhumans can be normal.
18
(-20)
SCORPIO


A cold war terrorist organization created by Soviet and Western agents to infiltrate world wide terror networks. All was just cat and mouse games until the charismatic Russian Syphon took over and all members went awol from their native powers and Scorpio became a real terrorist organization. Extortion by WMD threat, hi tech theft and even doomsday survivalist bunker schemes mostly cover it. Syphon is dead but Scorpion lives.
19
(+30)
UNITUnited Nations Intelligence Taskforce Like shield but more mainstream military forces on peacekeeping duty with their own officer and intelligence corp. Shoot at monsters to demonstrate they are unaffected by our military forces. Science dept is often good. Have had team of alien science advisers and other superhuman agents
20
(-20)
Scarlet DawnTyphon’s cult which planned to subvert Iron Kings apparatus for power during and after his destruction. They used to operate from a sub and even hoped to use wrekkas to seize control. Now the world is onto them and Typhon is dead, they are developing other means. With androids, meta clones and a nuclear submarine they have a good head start.
21
(20)
The Order of AssasinsAgents of Iron King since ancient times, the order came to take the art of murder more seriously than their original master. The villain Grandslam in particular trained a generation of meta-assasins and agents who supplied the worlds evil genius’s with hit men. Since Iron King’s absence the order has been avoiding conflict with any government or hero group.

Gangs of river city
1
(-15)
Black Scorpions
Cyber Yakuza
Japanese cybergang, deal in vice and hi tech crime as well as legitimate fronts – have a cycle bodyguard chapter and have operated with advanced heavy weapons and black technology.
2
(0)
The Syndicate
Corporate Criminals
A conservative financial conspiracy hiding within business and using criminal means to make big money. White collar crime with a gangster faction who run vice and knows nothing of the big picture. English speaking world wide with foreign investment projects.
3
(-10)
Mascoponi Family
Italian Mob
A Mafiosa family famous for hideous deformity and brutal beatings and killings. Also have legitimate business fronts. Have had many in house killings but recently the family took a major beating from the Gun Nuns, losing their top spot in the city. Younger peddle vice and heists and black market preferring a quick buck – the old guard struggle to keep order.
4
(-5)
Prettyboys
Surfer brats
Rich surfing kids who like kicks and extreme thrills. Don’t like poor people committing crime. Competing with gangs is just for kicks. Many have rich families and contacts and jobs.
5
(-20)
Silver Skulls
Cyber Chrome Gang
A cybermodified pierced high teck heavy metal gang with dangerous psychosis and a need to fight for cash to keep the brotherhood operating. Often work as goons or for test subjects.
6
(-10)
Hell’s Belles
Satan’s Cycle Sluts
A female occult gang of witches and hellions. Many work in the sex industry but no-one would mess with them and their sick shit. Superstition surrounds their every action.
7
(-5)
Yello Fang Tong
Martial Artists
Run from dojo’s and street fighting clubs, this gang protect the Chinese from foreign crime and control vice and extortion. While master Huang Lo and his family want to keep it simple, new blood want the gang to modernize and go big business not take-aways and laundry.
8
(-10)
Subterranean
Outcast Squatters
A gang of the worst homless and beggers and druggies who live in the worst places in the city in squats. Many are nomads and are pretty harmless and petty in their crimes, but if wronged they can arise en masse to kill and eat anyone who harms their own. Many live in the drains and have even included some mutants as members.
9
(-5)
Brown Snakes
Aussie B-Boys
An aussie patriotic hip hoppin bogun gang who like trouble and hangin an graffiti and other petty crime. Like cars and racing crimes. Drive Holdens, mildly racist.
10
(-5)
Harbourside Rockers
Unionized Hoods
Union affiliated heavies who control dockside crime for the organization. Lots of huge Aussies and Islanders. Involved in smuggling, and dockside heists.
11
(0)
Rollergirls
Grrrlgang
A tough gang of rollerskating and skateboarding and cycling punk girls who operate over town with their legitimate courier business. They recon, move goods and like to party.
12
(-10)
Psycho Clowns
Carnival Posse
Evil sleazy violent clowns who flaunt authority and make kids cry. Not suitable for any pary. They just look for trouble and get loaded. Often very fit and skillful carny’s also.
13
(-5)
Greasers
Rockabilly Trash
A retro 50’s gang into vice, heists, cars and bad girls. Like fighting and trouble. Some have modified the cars with weapons and the lads have made a flame thrower once.
14
(+10)
Femme Fatal
Fight Club for chicks
A vigilante women only gang who practice a whole range of combat training and dirty fighting. Some also fight for money or work in the sex trade or more respectable white collar.
15
(-5)
Zombies
Stupid Goth punks
Gothic rocker kids who haunt graveyards and creepy abandoned houses of old town. A pussy gang but still growing and learning fast. Many willingly serve the undead or sorcerers.
15
(-20)
Gun Nuns
Catholic Killers
Started from a catholic church girls group in old town they rose to cripple the Mascaponi family with a massacre this year. A gun wielding sisterhood of religious girls who stole a cache of automatic weapons and ammo ready for destruction by the police. They have never looked back. They are vulgar and crude, often acting as hired muscle but not sex (saving themselves for Jesus). Sometimes they clean up the streets of violent crime in “sinner” hunts.
16
(-15)
South Side Bastards
Wannabe Hollywood
Sth side always gets left out – we’ll show you! A crude gang a poor youths into tasteless fashion and cars and violence. They love racing and fighting then go back south by dawn.
17
(-15)
Dust Devils
Roadgangers
A road gang who travel the back highways but often come to town for supplies, business or fun. Nihlistic dare devils who like car chases and terrorizing people.
18
(-10)
The Templars
The Order
A cult of cyclers who have a rep as the meanest, dirtiest and deadliest gang. Many have corporate connections also, surprising for a feared gang of psychos. Millitaristic lodges operate bunkers and temples. They are fanatics in a fight or in court. Ruled by a wizard.
19
(-10)
Gangreene
Vetrans Group
A gang of crazed veterans, many who survived experimental weapons, torture and super soldier programs gone wrong. They just want other gangs to die and to do whatever they could like back in the war. After all they gave so much to our country they deserve it.
20
(-5)
Rejects
Street Punks
An anarchist gang who feed the poor, put on free parties and fight other gangs or other reject gangs. Usually poor but motivated. Some factions are racist other are not.

Classic Evil Org Stuff im temped by
SPECTRE (Special Executive for Counter-intelligence, Terrorism, Revenge and Extortion)
H.A.R.M may jokingly refer to Human Aetiological Relations Machine
"S.C.U.M." (Saboteurs and Criminals United in Mayhem).
TAROT (Technological Accession, Revenge, and Organized Terrorism)
T.H.R.U.S.H. (Technological Hierarchy for the Removal of Undesirables and the Subjugation of Humanity).
F.O.W.L.(the Fiendish Organization of World Larceny)
Consortium
Fatal Force
CONTROL vs KHAOS
"SMERt' SHpionam" (СМЕРть Шпионам, Směrt Špionam) meaning "Death to Spies".The novel Casino Royale breaks SMERSH down into five departments or отделы (оtdyels):
Department I: In charge of counterintelligence among Soviet organizations at home and abroad.
Department II: Operations, including executions.
Department III: Administration and finance.
Department IV: Investigations and legal work. Personnel.
Department V: Prosecutions — the section which passes final judgment on all victims.
V.E.N.O.M. (an acronym for the Vicious Evil Network of Mayhem)
Nanoterrorists
Covert Organization of Lolita Assasins or C.O.L.A.

Top 20 Scientists of River City
1Proffesor PowersMetahuman Expert, Teacher, operates the Famous Power Academy for teen heroes
2Dr Don PlimsbyWeird Science Expert, Inventor of the atomic toilet and many impractical one off miracles.
3Dr.Monica RatttmanMedical Expert – Operated on several metahumans and revolutionized transplant surgery.
4The ProffessorMysterious stranger and extra/ultra-terrestrial expert attached to U.N.I.T.
5Dr Jennifer HawkinsAstrophysics research director – operates deep space research and dimensional research lab.
6Dr Julius WeissmanGenetic Scientist and cold-warrior, black military science expert and former nazi.
7Dr August StagmanExpert on ancient monuments, eschatology and metahuman pre-history
8Clair MorgansternOccultist, Conspiracy expert, Magician. Consultant to city and heroes on occult matters.
9 Dr Monsterstien Monster breeder and controller operates Antarctic monster prison
10Dr Willheim WeissGenetic Scientist and cold-warrior, black military science expert and former nazi.
11Dr Kara RosenbergA monster hunting rogue scientist who is too impatient to work with official sanction.
12Dr Susanna TaylorArcheologist and museum curator who has tackled treasure robbers single handed.
13Dr Ambrose HortonController of the Space centre and experimental weapon test range
14Dr Sandra GillmanMarine science expert studying fish farms and exotic new aquatic meta fauna
15Dr John CunninghamMining Engineer and geophysicist and famous deep cave explorer.
16Dr Laura AshcroftEvolutionary biologist and bring em back alive dinosaur hunter
17Assuna GarudaMetahuman prison designer for expert for SAFEGUARD and trained by meta-scientists
18Dr Gordon MabatuExo armour and bionic research for the GenTech corporation labs.
19Dr Alex PoponikosGreek chemistry engineer mass producing new miracle polymers and materials.
20Dr Keiko ShinawaJapanese computer scientist and AI expert for Omni Corporation

Top 10 Richest in River City
Mayor Allen Richmond – Old money family of city who plans on cleaning up Diablo island and grimy river city
Silas strong – Strong Corp – a huge driven man who reached the top as most ruthless – owns river city herald
Arhimeen Salarah – Malaysian Island despot who spends ½ time in city
Arnold Glibb – Owner of City Independent News and hater of crime and vigilantes
Thurston Bond – Rich playboy eccentric goofball of river city, gives away money on crazy popularity schemes
Alister McDare – Scrooge and power company tyrant, shutdown Diablo island power during a heat-wave last year
Dame Kora Mossman – A dignified stateswoman and former mayor, retired from city life and well loved
Ruben Frost - Media owner magnate who manipulates politics and hates heroes who meddle in schemes
Damien Talisker - eccentric millionaire always putting self in spotlight with stunts, donations and schemes
Hedi Coleman - daughter of biotech industrial empire runs many labs over city targeted by weirdos
Top 10 Corporations
Gentech – A huge conglomerate of technology leaders mostly controlled by the temple
Orion Corp – An American aerospace, military, robotics corporation who built the first wrekkas.
Omni Corp – Computer research and manufacturing, games, entertainment, media
Aelita Aerospace – French-Russian space technology, aircraft and weapons
Temple Industries – Korean-European-American-Jap International Finance and high technology
New World Industries – Anglo-American International Finance
Kemelkon – American fuel, agri chemicals, tobacco, paper-mills, mining, automobiles
Exotech – Japanese medical, cybertech and psych op research for government, dirty cyborb black ops
Biota – Biotech, chemicals, drugs, agriculture, fuel co from scandinavia
Strong Corp – Silas Strong’s firm – real estate, insurance, airline, sport, garbage, media, gambling

Some other lists to make
Local Celebrities
Law Officers
City Officials
Government Agents
Banks

The Statesmen
Australian Sentinel - ACT
Eclipse - Vic
Forsight (Killed 1992) - Tas
Kingfisher - WA
Scorpion - NT
Shrike - SA
Solarstorm - QL
Southern Cross - NSW
Walgaru (replaced 92) - NT
Warlock II - TAS

Special Squadron (1960’s)
Cancer (Missing 1974)
Electric Lady
Gamble
Heatwave
Blue Mantis
Mastermind
No-Man I (Missing 1968)
Persuader (Killed 1976)
Unicorn (Missing 1972)

Taskforce Oz (1970’s)
Captain Australia
Commando
Devil Dingo (Missing 1979)
Goanna
Golden Girl
Tasmanian Devil
Vigor

Southern Squadron (1980’s)
Bullet
Grey Dragon (Missing 94)
Heavy Metal (Missing 89)
Lodestone
Magus (Missing 86)
Mist (Missing 91)
Roulette
Shadowbat
White Heat
Wraith (Killed 1991)

Southern Knights (1990’s)
Archangel (Missing 1993)
Cheeta
Discord (Missing 1994)
Dust
Mr Smith
Ninja Avenger (Killed 1992)
Quantum Cat
Sandman
Simak
Keymaster


Sillouette

Vox

Remote

Vector

Firefox

Heart Attack

Huntsmaster

Clawhammer
 

American Eagle

Dr Mystery

Lady Liberty

Black Spectre

Warhound

Napalm

Brute

Crossfire

Father Hood

Fury

Justice

Inquisitor

Stormbolt

Maestro

Patriot

MinutemAN

mELTDOWN

Molecula

Dr Atom

Radium

Nucleus

Hellfire

Napalm

EvilEye

FAULTLINE

Cut throat

Dr Magnum

Hatchetman

Ramrod

Nuke

Twilight

Tombstone

Rock

Salvation

Fireball

Torch

Clash

Sugar Daddy

Glitter

Geyser

Javlin

Red Archer

Nuetron

Quark

Quasar

Siphon

Sicle

Hammer

Red Star

Sythe

Iron Curtain

Red Knight

Commisar

Red Heat

Spark/Iskra

Truth/Pravda

Jade Tiger

ShadowBlade

Gold Samurai

Monsoon

Golden General

Armadillo

Conquistador

Armada

Plague

Hussar

Dragoon

Richochet

Typhon

Killerton

Shambles

Wotan

Donar

Blitz

Swastika

Valkyrie

Riech Eagle

Stormtrooper

Ubermench

Zenith

Axis

Paladin

Holy Ghost

Inferno

Rising Sun

Cobra

Tsunami

Ember

Voltage

Blackhawk

Hound

Blur

Binary

Elemental

Dervish

Sphynx

Slayer

Black Lion

Bushmaster

Bloodrage

Toxin

Pretzel

War Cry

Meteor

Blizzard

Hatchetman

Cut Throat

Quake

Torpedo

Mindworm

Crucible

Vapour

Dreamslayer

Spectre

Nemesis

Wrack

Titan

Maggot

Pulsar

Fusion

Shockwave

Pulse

Coma

Dragonfly

Sting

Mantis

Crane

Warlord

Ghoul

Razorback

Fang

Claw

Fatlady

Buzzsaw

Meathook

Ripper

Pyre

Coffin

Biolante

Forerunner

Huntsmaster

Clawhammer

PLasmanaut

Reaper

Gargoyle

Captain Resilience

Dodge

Flame

Brufen

Rubber Jonny

Oxymoron

Cebelle

Truk

Harlequin

Impact

Bushfire

Shrill

Loki

Scarlet Centurion

Bubbles

Volta

Mercy

Fulcrum

Void

Bluespace

Prism

Moda

Systemic

Slipstream

Murk

Hybrid

Doomsday

Fortress

Basketcase

Crusher

Hothead

Impirial Lion

Crusader

Britania

HARMONY

Golden Dawn

Iron Clad

Scope

Fortune

Griffon

Blindspot

Spectrum

Stronghold

Beacon

Spitfire

Typhoon

Union Jack

Paragon

Salamander

Hurricane

Cosmic Centurion

Phreakout

Kelidiscope

Wildman

Peacemaker

FlowerChild

Shadowknight

Solaris

Bedlam

Havok

eXAMINER

cROSSBONES

aPARITION

All American

Victory Girl

Uncle Sam

Lightning Lad

Captain Invincable

Miracle Girl

Redback
 
Funnelweb


The statesmen


Australian Sentinel

1956MAlpha Leader of the Statesmen, A.C.T.


Canberra (Adelaide); Electronic Engineer, Inventor, Martial Artist


Flight, Body Armour, Regeneration, Hyper Senses


Black martial arts suit, cyberhelmet, shuriken, sword, nunchucks, jet, silo

Eclipse

1956FDelta Statesmen, VIC.


Melbourne; Fashion Designer, Socialite, Actress, Occultist, Detective


Darkforce Pocket Dimension, Psychometry, Empathy


Black evening dress, cigarette holder, handbag, silo

Forsight

1959FPsi Killed 1992, Former Statesman, TAS


Hobart; Naturalist, Organic Farmer, Spy


Clairvoyance, Teleport, Aura Sense, Empathy


Green bodysuit w/eye logo, pet meta hound, nature reserve

KingFisher

1957MGamma Statesmen, W.A.


Perth; Marine Biologist, Explorer, Coast Guard


Flight, Ultrastrength, Environmental Adaptations, Danger Sense


Blue & yellow bodysuit w/bird logo, amphibious jet-sub, silo

Scorpion

1952MAlpha Former Criminal, Statesmen, N.T.


Darwin; Criminal, Assassin, Mercenary, Martial Artist


Hyper Speed, Body Armour, Regeneration, Toxin Sheathe


Yellow armour, spikeline, cyberhelmet, jet, silo

Shrike

1958FBeta Statesmen, S.A.


Adelaide; Law Officer, Detective, Forensic Scientist, Security Officer


Flight, Natural Weapons, Body Armour, Regeneration, Hyper Senses


Black & white bodysuit, jet, silo

SolarStorm

1957MEpsilon Statesmen, Q.L.


Brisbane; Astrophysicist, Inventor, Astronaut, Pilot


Flight, Body Armour, Ultrastrength, Plasma Bolt


Black & yellow bodysuit, space shuttle, observatory, satellite, silo

Southern Cross

1959MEpsilonStatesmen, N.S.W.


Sydney; Performer, Gay rights activist, Socialite, Detective


Flight, Telekinesis, Hyper Senses, Danger Sense


Blue & white bodysuit, boat, jet, limousine, silo

Walgaru

1942?MPsi? MIA1992, Statesmen, N.T.


Outback; Shaman, Occultist, Survival, First Aid


Empathy (Fear), Gate Travel, Illusions


Loincloth, staff, sacred relics, boomerang, woomera, spears, club, shield

Warlock

1956MPsiStatesmen, TAS


Hobart; Detective, Spy, Occultist, Martial Artist, Military


Astral Travel, Aura Sense, Danger Sense, Clairvoyance, Regeneration
Purple and black robes, staff, jet, car, sub, utility belt, trenchgun, silo


Rivals OF The statesmen


Cane Toad

1951MAlpha Mob Kingpin


Sydney (Brisbane); Streetwise, Criminal Kingpin,


Body Armour, Amphibious, Regeneration, Hyper Senses, Hyper Leap


Green warty suit, machinegun, grenades, sub, armoured limo, cane, cigar

ShadowQueen

1954FDelta Believed Dead Cult Leader.


Melbourne; Occultist, Genetics, Ballet, Acting, Streetwise


Darkforce Sheathe, Psychometry, Empathy, Demonic Constructs


Black spiked suit, flails, whips, pocket dimension cult headquarters

Whitelight

1959FEpsilon Wanted terrorist and racist scientist


Adelaide; Terrorist, Spy, Biologist, Hypnosis, Psychoanalys


Aura Sense, Fly, Light Generation, Light Sheath, Ultra Strength


White bodysuit, hidden bunker, laboratory, flares, smokebombs

Windshear

1957FGamma Wanted criminal daredevil


Perth; Surf Lifesaver, Navy Veteran, Acrobat, Pilot, Streetwise


Flight, Ultra Strength, Air Animation, Airbolt, Danger Sense


Blue & white bodysuit, stolen amphibious jet-sub, speargun, airmask

Hooded Justice

1952MAlpha Wanted redneck trouble maker


Darwin; Criminal, Assassin, Mercenary, Martial Artist


Body Armour, Regeneration, Teleport, Heatbolt


White hooded robes, noose, napalm, bat, flaming sword, burning cross

Grandslam

1952MBeta Wanted International Assassin


Formerly Adelaide; Martial Artist, Military, Assassin, Acrobat, Streetwise


Armour, Regeneration, Power Null Field, Hyper Speed


Black bodysuit, jet, sub, yacht, car, martial art weapons, utility belt

Firebug

1954MDelta Presumed Dead FIRE Director


Sydney; Military, Inventor, Battlesuit Tech, Demolitions, Security, politics


Fire Generation/Animation, Psychometry, Danger Sense


Orange Battlesuit, mole machine, flamers, thermite rockets, plasma gun

Devil Dingo

1950MDelta?Presumed Dead Evil shaman


Alice Springs; Shaman, Toxicology, Occultist, Assassin


Teleport, Undead Dingo Form, Psychometry, Disease Aura, Toxin sheathe


Loincloth, staff, sacred relics, deathspear, woomera, darts, didgeridoo

Life Giver

1942FPsi? Monitored Healer & Ecologist


Perth; Medic, Ecology, Occultist, Hypnosis


Empathy, Healing, Gate Travel, Power Illusions


Green suit, meta pets, personal grove gateway, secret cave base

Threshold

1956MPsiPresumed Dead Cultist


Adelaide; Detective, Spy, Occultist, Martial Artist, Industrialist


Astral Travel, Aura Sense, Psi Blade, Ultra Fighting


Green cult robes, gateway medallion, poison dagger, smoke bombs



SPECIAL SQUADRON

Andromedan

1968 MEpsilon MIA 1984, Legal Alien


Melbourne; Physics, Engineer, Electronics, Genetics, Teacher


Tractor/Pressor Beam, Fly, Forcefeild


Black suit w/nebula logo, crashed starship base

Cancer I

1961MBattlesuit MIA 1972 (Retired)


Barrier Reef; Marine Biologist, Genetics, Engineer, Inventor


Armour, Hydraulic Claw, Marine Laser, Hydrothruster, Sensor suite


Red crab exosuit, nuclear sub, underwater base, amphibious jetsub

Electric Lady

1967 FEpsilon Licensed Vigilante, Reserve Squad


Adelaide; Singer, Artist, Journalist, Electronics, Physicist


Electric Sheathe, Shockbolt, Fly


Blue w/gold lightning suit, cyberwear, cybergoggles, secret base, jet

Gamble

1965 MGamma Private Citizen, Reserve Squad


Sydney; Gambling, Business, Espionage, Oriental Weapons, Electronics


Danger Sense, Ultra Attributes, Hyper Speed


Tuxedo, sai, shuriken, grenaides, lockpicks, bugs, homing bugs, car, jet

Heatwave

1971 FEpsilon Private Citizen, Reserve Squad


Perth; Physics, Meteorology, Pilot, Law, Computers


Flight, Heatbolt, Hypersenses


Red & White bodysuit, lab, jet

Mantis

1966MOmega Probationary Vigilante


Sydney; Espionage, Martial Artist, Inventor, Battlesuit Tech


Power Mimic, Power Scan, Heatbolt, Coldbolt


Metalic blue insectoid battlesuit w/ laser, sensor suite, edged blades

Mastermind

1966MDelta Probationary Vigilante


Brisbane; Electronics, Computers, Physics, Inventor, Robotics


Precognition, Telepathy, Psychometry


Red & yellow, cybergoggles, jet, car, lab, satellite, super computer

No-Man

1964MPsiMIA 1971, Licence Revoked


Melbourne; Security, Martial Arts, Espionage, Electronics


Mind Control, Aura Sense, Telepathy


Black suit, utility belt, car, jet, secret base

Persuader

1967MAlphaMIA 1974, Licence Revoked


Perth; Wrestler, Boxing, Bouncer, Streetwise


Body Armour, Telepathy, Power Mimic


Loincloth, battle axe, crowbar, darts, smart goggles, truck, hotel,

Unicorn

1965FBeta MIA 1979


Sydney; Medic, History, Psychology, Martial Arts, Acrobatics


Empathy, Hyperspeed, Regeneration, Lightbolt


White suit, secret base, jet, first aid kit, mysytical horn










Rivals of SPECIAL SQUADRON

Tanktop

1968 MAlpha Wanted Criminal & Mercenary


Darwin; Mercenary, Streetwise, Guns


Body Armour, Metal Shell


Green suit, machineguns, rockets, flamer, missiles, grenaides

Iron Maiden

1967FBeta Wanted Racist Terrorist


Adelaide; Politics, Military, Martial Arts


Armour, Regeneration


Nazi uniform, truncheon, dagger, grenades, secret bunker

Dr Diablok

1965 MPsi Presumed Dead Demonic Conqueror


Melbourne; Occultist, Physics, Battlesuit Tech, Politics, Business


Telepathy, Gateway, Aura Sense


Red & black demonic armour, volcano island base, demonic gem

Purifier

1967 MEpsilon Wanted Racist Terrorist


Melbourne; Espionage, Martial Arts, Military


Fly, Shapeshift, Strength, Armour, Heatbolt


B & w suit w/skull, lockpicks, car, robot, hidden bunker

Ghost Woman

1970 FPsi Presumed Dead Evil Shaman


Darwin; Shaman, Occultist, Survival


Aura Sense, Empathy, Astral Travel


Loincloth, mask, totemic digging stick, net, axe

Queen Cobra

1966FEpsilon Probation, Clinically Insane


Sydney; Occult, Socialite, First Aid, Archaeology


Weather Animation, Snakeform, Toxinbolt, Telepathy, Aura Sense


Egyptian white dress w/jewels and wig, serpent wand

Flashfire

1968MBeta Wanted Criminal Redneck


Brisbane; Farmer, Demolitions, Guns, Streetwise, Martial Arts


Fire Sheathe, Hyperspeed, Regeneration


Farming clothes, leather mask, sicle, flamer, pet starspawn

Impact

1972FAlphaCurrently Imprisoned Mercenary


Melbourne; Streetwise, Mercenary, Espionage, Electronics


Body Armour, Flight


Grey suit, utility belt, car

Force

1968MDeltaPresumed Dead Conqueror


Perth; Inventor, Engineer, Physics, Electronics, Robotics, Computers


Forcefeild, Telepathy, Psychometry


White suit, utility belt, lunar base, shuttle, android replicants

Blackheart

1965FPsi Wanted Iron King Agent


Sydney; Psychology, Martial Arts, Espionage, toxicology


Empathy, Telepathy, Aura Sense


Black suit, machine pistol, tranq gun, nerve gas, jet











Southern SQUADRON

Bullet

1982 MAlpha Probationary Vigilante


Darwin, Espionage, Millitary, Pilot, Marksman


Body Armour, Hyperspeed, Vibro Sheathe


Black suit, machineguns, rockets, flamer, grenaides, Jet, Millitary Base

Grey Dragon

1986MBeta Missing, presumed dead 1994


Brisbane; Streetwise, Motorcycle, Martial Arts


Ultra Strength, Teleport, Regeneration


Grey bodysuit, martial arts weapons, motorcycle, secretet base

Heavy Metal

1984 MAlpha Missing, presumed dead 1994


Perth, Engineering, Mechanic, Physics, Electronics, Martial Arts, Guns


Metal Form, Gravity Control, Density Shift


Red & yellow bodysuit, crowbar, utilitybelt, jet, penthouse suite

Lodestone

1986 FEpsilon Licenced Vigilante, reserve squad


Melbourne; Mechanic, Drive, Pilot, Physica, Astronaut, Electronics


Fly, Force Field, Magnetic Control


Molecular chainmail, utilitybelt, workshop, factory, orbital base, NEO Jet

Magus

1984 MDelta Missing, presumed dead 1994


Darwin; Archaeology, Occultist, Astronomy,


Create Gate, Create Demonic Construct, Psychometry


Demonic Armour, Mystical Demonblade, underground library

Mist

1987FPsi Missing, presumed dead 1994


Sydney; Occult, Socialite, First Aid, Archaeology


Empathy, Mistform, Aurasense


Pink suit, armoured limosine, jet, penthouse

Roulette

1987FGamma Licenced Vigilante, reserve squad


Melbourne, Gambling, Mathamatics, Physics, Sleight, Espionage


Forcefeild, Telikinesis, Danger Sense


White suit, utility belt, armoured limosine, jet, grenaides

Shadowbat

1982MBetaLicenced Vigilante


Adelaide; Streetwise, Millitary, Espionage, Martial Arts, Mechanic


Sonicbolt, Vibrosheathe, Regeneration


Grey suit, utilitybelt, SMG, patrol car, jet, hidden base, Ninja Weapons

White Heat

1984FEpsilonLicenced Vigilante, reserve squad


Perth, Engineer, Physics, Computers


Heatbolt, Forcefeild, Fly


White suit, utilitybelt, laboratory, factory, jet

Wraith

1985MDelta Missing, presumed dead 1994


Sydney; Psychology, Martial Arts, Acting, Detective


Illusions, Phase, Psychometry


Grey suit, utility belt, hidden base, smokebombs, motorcycle








Planet Psychon Lost Men and a Lost Land

0
0




A revised planet psychon PDF is on the way with more tables, including all recent content from this blog and some other revisions, edits and stuff. Just Tweaking now. Im presuming someone out there has been using the tables alot because some like the settlement table have been viewed a crazy amount of times. Will go through some sections with some more tips for usage. Will get to play in a few months so glad to have developed this stuff. Been unable to walk is a good way to catch up on projects like this. Any recommendations or ideas for me to include welcome.

Random psychonian colour

1 Crimson (red, brick, maroon)
2 Magenta (rose, pink)
3 Cyan (sky, light blue)
4 Turquoise (sea, aqua, aquamarine)
5 Yellow (gold)
6 Tangerine (orange, bronze)
7 Emerald (olive, forest)
8 Green (lime, light green)
9 Violet (Indigo, purple, lavender)
10 Lapis (dark blue, midnight, navy)
11 Roll 1d10 twice times or ivory (bone, pearl, shell, silver)
12 Roll 1d10 1d4+1 times or jet (grey, slate, steel)

Ancient Stock Humans d100
Humans of non psychonian origin are found occasionally but the jealous gods transform them mind and body over a few days (con save per day) into typical coloured human of the sacred colour types of psychon. My default start is party a 70s band lost in Bermuda triangle whose plane crashes. Once converted can speak Psychonian common. Native Psychonians repulsed by ancients stock. A person from ancient world may learn (retain) ancient languages. Memories often flawed. Adults with memories can be created instantly by gods and other forces.

01-5 Astronaut crashed been in hypersleep and returned overdue from mission
6-10 Astronaut from distant colony or space habitat on mission to "Earth"
11-15 Cryopod awakened ancient from the final war
16-20 Cryopod awakened ancient resurrected from frozen 21st C corpse
21-25 Cryopod awakened ancient clone
26-30 Cryopod awakened ancient frozen in medical emergency
31-35Cryopod awakened ancient contaminated by necrovirus - undead if killed
36-40 Cryopod awakened in ancient survivalist bunker
41-50 Vault dweller escaped from bunker
51-52 Time traveller - experiment gone wrong
53-55 Time traveller - accidental sucked into vortex like Bermuda triangle
56 Time traveller - from pre 20th century sent by spell or curse
57-60 Time traveller  - found ancient gate in ruins
61-65 Time traveller - experimented with strange drug
66 Cosmic balance selected you as champion sent through time and space
67-70 Raised in bubble by robots
71-75 Raised in greenhouse by wizard
76-80 Crawled out of a pod plant with ancient memories of normal life
81-85 Alien saucer returned you after an age in space back to "Earth"
86-90 Morlocks bred you as accidental throwback, kept sealed in vault till recently
91 Recreated from past by troublesome god for a lark
92 Spacegod masters sent you here to study effects of Psychon on your DNA
93-97 Raised by a god in isolated habitat just escaped
98-99 Teleporter accident brought you hear from space habitat or past
100 Created by accidental anomaly while a hex terraformed

This is a map i did earlier for my Psychon hexes and forgot to post so Im killing a few birds with one stone.


Psychon Sample Hexes eight: Hidden Mountain
Temperature is warm (error on map).

Great magenta mountains surrounded by yellow forests. Trees are tall and fused with various eco zones with varied life forms many seldom seen by humans.

The ivory men came long after the Jet Men died and are fearful of Jet Men ruins. The Ivory Wizard is a despot who is suspicious of others come to seize his power. He fears the many other powers and races here and forbids contact with Dryad, the Jet Sage or the Wyrmm cult, or satyrs.

The traders post is inhabited by peoples of many lands and races with exotic goods and tech commonplace. Robots keep common law.


Gothic Zone Book Intro

0
0

Im stewing on  my Psychon PDF wont to do some pregen heroes with engine to see if produces interesting heroes. May put Psionics Spell Lists and classes and possibly beastmen plus a proper equipment list. I want to visualize people as bonkers as the Planet.

So another project as a follow up to my mostly ready Redbrick Dungeon Zone book i have been play testing/editing for months is the Gothic Dungeon Zone Book. Possibly handy for my Cthulhu 1490 game too.

Another re-edit of my homegrown EMO BX DnD variant needed soon too.

Gothic Dungeon Zone

Graveyard, necropolis, tomb to mausoleum
Dungeon generator tables and geomorphs

Ideas
d1000 curses
Tragedy table
Haunting table
Holy Relics
Dungeon Decor Table
Things in Funeral Vases
Things in Coffins
Random Crypt Table
Random Corpse Tables
Undead Encounters
Haunted Houses
Forbidden Castles
Doomed Immortals
Necromancers

Original zone described here as part of my long stairs game

So to rework the zone and what i have learned from my projects since then lets look at my first thoughts on the idea of this zone and see what could be gleaned or changed. Remember i wrote this as a game where modern special forces are assaulting the dungeon dimension and its various zones.

Grey cold and dark, ornamental dressed stone and ironwork resembling Gothic cathedrals, catacombs castles and mausoleums. They seem almost random assemblages of medieval European replica architecture. Gothic Zones have a cold and fearsome environment. Explorers report haunted monastic choirs may be heard, along with chains, moans and screams. Lit candelabras and torches provide light in some areas, others are dark. Undead and horrific preternatural predators of legend can be found here. Many crypts are trapped or cursed but contain wealth and xenotechnology (magic). Unpopular with beginner explorers but the veteran delvers using local xeno-technological methodology (so called divine magic) are more willing to destroy the dead and confiscate valuables in the hands of evil. Presumably the ancient dead entombed here are responsible for building it. Personnel lost here have been seen reborn again as undead.

Some things i have added to this concept:
Some other kinds of Gothic dungeon areas not just religious and funerary
Including Castles, houses, actual torture dungeons, prisons and more
Geo morphs not just of big dungeon floors but some other stuff
More to Gothic than being spooky - romance, emotions, hysteria, tradgedy
As architectural forms been copied for so long thus more variety in tech
Can combine with other dungeon zone tables for a tomb area genre overlap
More to undead than priest fodder - they have stories and a past

As a start here some Coffin contents and a corpse tables to get your grave robbing adventures started!!!

D8 Corpse Condition
1 Fresh looking
2 Slightly decayed
3 Decayed but still recognizable, discolored
4 Rotten, bloated and wormy
5 Mummified husk
6 Skeletal with stretched dessicated skin

7 Skeleton  intact
8 Crumbled skeleton

D8 Commoners Coffin Quality
1 Cheap woven coffin from reeds, ropes, sheets
2 Cheap clay coffin
3 Cheap wooden box
3 Well made box
4 Well made with nails and metal fittings
5 Well made, metal fittings, painted
6 Artistic carvings with silk interior
7 Carved from crude stone

8 Artistic carvings from stone
9 Metallic or locked or with bars to protect corpse or outside
10 Artistic metal casket with lock

 
D100 Strange Coffin Contents
This is when you find a coffin which has been tampered with, usually found somewhere it wasn't actually buried. Most of course have a corpse with status dependent on where it was buried.

1 More than one skeleton jumbled together
2 Mixed chopped body parts
3 Corpse covered in blood shredded hands look of horror
4 Corpse staked in place
5 Corpse staked, teeth smashed, wearing holy symbol
6 Corpse is partly transformed into a monster
7 Animated skeleton
8 Zombie
9 Ghoul
10 Half eaten body gnawed by ghouls
11 Body stolen, nothing left
12 Rocks in sack fill coffin to equal corpse weight
13 Body has had body parts or organs stolen
14 Body drained of blood
15 Body decapitated
16 Full of angry rats swarm
17 Wicked life hating shadow forms in open coffin
18 Wight furious at being defiled by living
19 Sacks of lowest currency copper coins equal to mans weight
20 Filled with fungus covering corpse
21 Horrible mole snake burrowed into corpse skull
22 Straw dummy
23 Mutated skeletal horror
24 Set of instruments
25 Abnormal deformed or Siamese or freak skeleton
25 Body mutilated, slashed and smashed
26 Horrible mass of tree roots overgrown corpse
27 Covered in occult sygils
28 A humanoid necromancer formed from mass of worms or maggots
29 Charred corpse
30 Dog, pig, goat or cat in coffin
31 Frogs, snakes and lizards pour out
32 Huge aggressive spider
33 Skull only
34 Spectral phantom comes forth moans then vanishes
35 Spectral phantom taunts opener for 1d6 days
36 Spectral phantom demands murderer/grave defiler punished
37 Collection of cheap arms and armour
37 Narcotics packed in pound blocks with cult seals on packs
38 Diary or book clutched in corpse hands
39 Magical calligraphy seals on paper attached to body
40 Living person relieved to be let out (have a great story)
41 Two corpses locked in embrace
42 Straw
43 Eyes, ears, mouth sealed in lead, wax or tar
44 Non human but humanoid creature
45 Empty clothes
46 Collection of rolled up paintings and artworks
47 Sack of grave trinket jewellery
48 A large angry reptile was hibernating inside
49 Kittens
50 Turnips
51 Explosive trap 2d6 blast, 10ft radius
52 Several corpse fed goblins ready to leap out
53 Baby giant stingworm burrowed here
53 Corpse half preserved half horribly decayed
54 Groundshark eggs
55 Ground squid nest with aggressive mother
56 Has contraption to alert surface and air pipe in case of death
57 Broken statue
58 Long lost scriptures
59 Long lost scholarly tretise
60 Collection of preserved food
61 Dirt from somewhere else 
62 Spare vampire coffin, empty but used
63 Bottles of grog
64 Highly ornamental with religious scenes inside
65 Vampire hunters kit- stakes, hammer,
66 1d6 bottles of holy water
67 Werewolf hunters kit
68 1d3 magic potions
69 Is entrance to secret tunnel
70 Smaller coffin
71 Small chest d4 1=skull 2=heart 3=brain in a jar 4=small treasure
72 Doll of somekind
73 Rotten Slurry
74 Ancient pre human mummy
75 Freshly murdered victim
76 Giant aggressive corpse beetle
77 Animated skeleton bursts into flames attacks
78 Skeleton with staring eyeballs intact
79 Filled with bats
80 Jars of pickled cabbage
81 Imp in form of hunchback dwarf
82 Bundles of clothing
83 Digging tools, spades, picks, etc
84 Bundles of rope
85 Carpentry tools
86 Creepy idol
87 Dead emaciated toad or heart pierced with thorns
88 Witch familiar, escapes through hole in bottom
89 Cursed scroll as gift for grave robbers
90 Wooden leg
91 Dead ghoul
92 Animated bleeding skeleton likes to drink blood
93 Glowing screaming skeleton causes fear
94 Animated skeleton regenerates unless harmed by holy water
95 Mass of writhing worms
96 Thousands of flies swarm out
97 Sleeping drunk (possibly humanoid species)
98 Live child or infant
99 Doll or scarecrow golem
100 An immortal relieved to be free and hungry

D100 commoner corpse table
1 Farmer with turnip
2 Farmers wife with cabbage
3 Town man with 1d10 coins in purse
4 Town woman with cheap jeweled trinket
5 Carpenter with hammer and chisel
6 Weavers wife with ornate rug
7 Woman with bunch of key's on belt
8 Blacksmith with apron and hammer
9 Man with bottles of wine
10 Woman with small bronze cauldron
11 Man with spear and knife
12 Woman with many beaded necklaces
13 Man with clever and hog feet
14 Woman holding silver holy symbol
15 Man with wooden holy symbol
16 Man blindfolded, gagged and tied
17 Woman with cat
18 Woman with baby
19 Baby in small ornate box
20 Child with toy
21 Man in leather armour with bow
22 Man in baliff vest with truncheon
23 Man with net and fishing rod
24 Woman with water urn
25 Man with chamber pot
25 Woman with loaf of bread
26 Man with piglet
27 Man with evidence of being hung
28 Man with sickle
29 Woman with large spoon and apron
30 Man with fancy hat and legal scrolls
31 Man in robes with book
32 Woman with bag of herbal medicine
33 Woman with dried toad in mouth
34 Man with coins on eyes
35 Woman with coin purse 1d10 coins
36 Man with knife and ear necklace
37 Man with string of sausages
37 Woman with bowl of fruit and grain
38 Woman with dried flower bunches
39 Man with shield and spear
40 Man with axe
41 Man with horse bridle
42 Man with whip
43 Woman with rolling pin
44 Woman with sewing kit and fine quilt
45 Man with gang tattoos and missing hands
46 Woman with missing tongue 
47 Man with set of brass scales with weights
48 Man with hourglass
49 Man with commoner instrument
50 Man with walking stick
51 Woman with model of house made from dough
52 Woman with erotic costume
53 Man in leg irons
53 Man with his genitals in bag around his neck
54 Man in jesters outfit, possibly dwarf or hunchback
55 Man with bundle of wheat
56 Man with dried fish
57 Woman with jar of grain
58 Man with stone axe and knife
59 Man with thieves tools
60 Woman with jars of pills
61 Woman with bag of knitting
62 Woman with hairbrush
63 Woman with mirror
64 Man with comb
65 Woman with scissors
66 Man with knife
67 Woman with knife
68 Man holding skull
69 Woman with pet bird
70 Man with spanking paddle and textbook
71 Woman with shears and bag of wool
72 Man with smoked ham
73 Man with wig and makeup
74 Man with pumpkin and staff
75 Woman with overnight bag with spare dress
76 Man with folk dancing costume and club
77 Woman with instrument
78 Man with pigs head
79 Woman with cheese wheel
80 Man with pipe and fancy smokables
81 Woman with carved wooden cow ornament
82 Man with ornate cloak and broach
83 Woman with lantern
84 Man with firewood bundle and hatchet
85 Man clutching pile of bills
86 Woman with fur stole complete with animal head
87 Woman with animal foot medallion
88 Man with helmet and shortsword and leather coat
89 Man with stone chisel and hammer and stone bowl 
90 Woman with dinner set
91 Woman with spear and shield
92 Man with weird robes and mask
93 Man with carnival costume
94 Woman with witch hat and false witch nose
95 Woman with religious costume
96 Man in night shirt and ear trumpet 
97 Woman with flint and steel in tinderbox
98 Man with miners lamp and hat
99 Man with missing limbs
100 Man with doctors bag

Some optional starts for Psychon

0
0
Start one: Starship Astra

A crew has been sent from a distant colony to lost Earth. Nobody knows what happened on Earth but radio signals are a confused mess and often include encrypted hostile viruses of multiple types. Astra has been shielded and crew trained to explore potentially hazardous enigma of the homeworld.

The dart shaped vessel with mostly frozen crew has been awakening on shifts. One other vessel heading earthward but larger was destroyed two days ago but it was larger and not equipped for stealth. Other anomalies have been detected in system including a ruined asteroid hab was passed on the way in.

Closer in saw Earth bathed in weird auroras and covered in a surreal patchwork of coloured hexes. Strange radio chatter from orbital AIs was heard before systems on board began to be effected despite the ship and its AI: CORKY (Computational Organism for Research Keyed to Yellow clearance hazard) being designed to resist cyber assaults. Theorised nanoid around Earth cloud has attached hostile nanoids to ship for physical breach of defence systems. 

Ship is going down, CORKY chosen a wet landing base due to total absence of landing strips on earth. Systems failing, attempting to revive crew as life support tech being disrupted.

Ship lands roughly in sea, calm yellow water with darker green tinge below over blue sand. Land visible. Saw fish and even a trilobite, supposed extinct for millions of years. Colourful seabirds swarm around ship. Many frozen crew dead. Most computer based tech dead or dying. A notable exemption in defencive lasers, stunners and a military laser pistol. Solar recharger, some medical supplies without smart tech. One crewman using an atomic torch/welder has fashioned some crude archaic weapons from the hull metal. Radios mostly non functional except some strange languages chattering. Nobody seems to understand our colonial Anglic or any other language our survivors know. Eventually radio dies. The Astra is taking on water.

Surviving crew take a life raft and head for shore.

Players:
Choose mission special ties for ship crew and ranks
Select some basic salvage

Stuff to do:
Survive, get to shore - some high tech survival equipment works
Fight giant sea scorpion, crab or marine dinosaur
Detect a radio anomaly down coast
Find a gigantic sand castle 4 stories high (is it a ruined theme park or something)
If approached a giant crab comes out and attacks
Inside more giant sea creatures guarding an atomic power cell

Will meet hostile humanoids eventually before driven to a new hex while crew one by one fail CON save and become altered to Psychonians.

Start two: Rock and roll Mystery Tour

Its 1973 The band has been on tour in Latin America and heading to Bermuda in a small passenger plane. A weird storm brews up from nowhere tossing the plane badly. The pilot climbs higher trying to get over the storm. The higher the plane climbs the weirder things get. Coloured auroras, sheets of rainbow lightning, teeth and hair feel on edge and passengers panic. A flash of lightning dazzles everyone and storm is gone. The plane is over a strange golden desert with magenta mountains in the distance.  The engines stop and everyone braces for a crash.

The plane tumbles, breaks and everybody in knocked out. When start to awake and count living and injured among smouldering wreck everyone asks where are they.

Players:
Choose band name and instruments for players
Select some basic salvage

Stuff to do:
Help injured
Salvage first aid kits, possibly a pistol or two, flare pistol, blankets, water, booze
Find water
Something that looks like water is a killer ooze
A wandering blue skinned ghoul comes first night
Some weird deaths caused by alien creatures should thin survivors
A native red man hunter with stone axe tries to help but nobody understands him
Some passengers are annoying, dangerous and selfish leading to deaths
As group converted hunter can communicate and explains this is a death land
Party move to somewhere safer with real water not killer slime

Languages on Psychon
Most incapable of speaking ancient language due to mindhacking nanites. Some find (when levelling up) new languages spring into their brains complete. Written and spoken learnt separately.

Common
Is standard language used by all written and spoken, most illiterate - all Psychonians speak this

Alignment Languages

Alignment languages used by otherworldly beings mostly know only by wizards, written and spoken. Alignment is imposed by gods - it is not fair and is about starting fights not finishing them.

Ancient Languages
or just Ancient will do for English, mostly only known by magicians or off-worlders, written and spoken.

Beast Men Languages
Various beast men have own written tongues - goat men, bat men, lizard men, etc. Only some have written versions if settled and advanced enough, but ruins may contain traces.

Goblinoid Languages
Written and spoken exist but most illiterate include kobold, goblin, hobgoblin, orc, bugbear 

Eldren, Morlock, HalfmenLanguages Have own languages Written and spoken - eloi speak eldren or morlock depending on how long they have been morlock cattle.

Other Monsters
Dragon, ogre, troll and many more available with written being rare

Machine Languages
Most active machines speak ancient and common

WP or NWP on Psychon

When converted to psychonian may adopt standard fantasy NWP but some "ancient" skills might be kept for colour and amusement like pilot starship. Some psychonian versions might know as computer lore or robot lore for ancient knowledge skills. These would be rare and mostly for magicians. Eotic tech harder to learn once in game world without a teacher of some kind.

A WP in handgun, long arm, heavy weapon, gunnery might be handy to fire some weapons
A NWP in energy weapons or black powder weapons would let you maintain, repair, reload and understand weapons better

My gamma world list Might be useful
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-skills.html
one player wanted a improvise shelter skill that saved party again and again

d100 Hauntings? and Recap of the last year

0
0

As I've been hammering away at this blog now for a year or so I've been using as a forum to develop my game design for my ongoing games and my hopeful future games.

My DnD Elfmaids and Octopi rules and campaign tables have probably been most successful and used by me in play. Time to revise this in a new PDF. My Redbrick Dungeon zone book is pretty much written just needs some more editing and layout. Started on Gothic zone companion. Have gotten my art I ordered but i have changed my goals a bit so unsure how to use right now. I'm trying to play other peoples DnD and other editions so I can say Ive tried them at least and get a feel for others playstyles. Having a club under my house handy.

Gammaworld was fun while i was running it and i made enough content to run that game for months if i need to again. I would like to run more SF - my own DnD engine version or BRP sf or cthulhu sf. Kinda wishing i had buck rogers rpg still.

Cthulhu: I still hope to run Cthulhu Metropolis at a con. Have some fairly in depth superhero cthulhu notes and lots of ideas will post here. Pretty big so far. My Cthulhu/Darklands 1490 mashup game going well. Im playing in a 70s delta green game im enjoying in a club.  I love 20s Cthulhu but seems kinda spent - I run this when i dont want to think. Ive run so many times, have so many resources. Real issue is finding players where one has not played or read a scenario. 

Psychon i will get to run this year and im almost ready to go.

Still needs These:
Adventure Design Notes
Magic on Psychon
Metals and equipment on Psychon

Anyway will have 2 freebie PDFs out over next month and will get a salable one out October.

As I've kinda had my DnD fix sated after a 20 year absence I may go back to RQ3 more and get my RQ babylon project up and running.

I have got to stage where I will be revising, expanding and simplifying many of my old posts.

I need to decide if I expand ideas like my Tabu/Alignment heroes or just make my versions of Paladins, rangers, Barbarians etc. Very few playing fighters so varients doesnt seem worth it if they detract more from a basic class. Some of my old tables from Dungeon Zones need to be d100 not d20. Will work on finishing my Shadelport maps too. A PDF on that city and Island setting might be nice.

I do get encouraged by suggestions and requests so shoot anything youd like to see me try. A few sentences of comments and suggestions here and there have inspired big chunks of Psychon and make me keep them more regular. So thanks to those who drop a line - it helps a lot.

D100 Hauntings
Why is this dead person so angry? Whats their beef? Did their own actions lead to this or are they a victim? Some undead can be released others are too bitter or black deeds too great. Ghosts may lie too to trick living, even to possibly joining them.

1 Betrayed by lover, robbed and murdered
2 Betrayed by lover who left them to pine away
3 Reputation ruined by villain
4 Married against will by overbearing family or villain
5 Lover went away and never returned
6 Children were all killed and didn't last much longer
7 Got the plague, never got to experience anything
8 Killed by random criminal
9 Died peacefully but body disturbed by grave or corpse robbers
10 Belong to long gone race, sees current folk as invaders and murderers
11 Addicted to drugs, ruined life, killed or died over complications
12 Was punished and tortured unjustly
13 Buried with wrong name in wrong place
14 Lived in place all life, died, disproves of modern remodeling
15 Was betrayed by best friend or sibling
16 Bankrupted and ruined by circumstances into poverty then death
17 Insane in life, imprisoned and angry most of life
18 Disabled and angry, struggled to live well but always knocked down
19 Hateful miser never felt joy in life continues to be bitter and hateful of life
20 A scholar of black arts dealt with evil forces
21 Poisoned by kin or partner for profit
22 Executed for heinous crimes
23 Died of starvation
24 Died of exposure
25 Imprisoned and forgotten by cruel kin
25 Black magician longs to return, seeks power over living
26 Greedy and insatiable, died ignobly from greed but wants more
27 Seeks to warn living or scare away for own good
28 Unhappy at disrespect since death now vengeful
29 Was a horrible person in life, angry at not being admitted to heaven
30 Cursed for some act accidentally committed
31 Cursed for some act willingly committed against another
32 Robbed abandoned and died alone
33 Committed horrible crime on innocent victims
34 Was not buried with correct offering and rituals
35 Greedy family robbed grave goods and estate
36 Killed far away from loved ones 
37 Abusive to servants and allowed some to die
37 Wants to confess sins but never stops, furious if ignored
38 Failed in duty due to laziness or vice resulting in death
39 Failed in duty due corrupt betrayer now cannot rest
40 Outraged by modern values like lack of war mongering or killing kicked or vice
41 Body was destroyed to hide a crime
42 Body was hidden without proper burial
43 Unhappy that ex partner remarried so fast
44 Seeks to corrupt, deceive and kill as revenge against living
45 Tried to fake own death and instead was killed
46 A mistreated slave or convict labourer
47 Accidentally killed loved ones
48 Locked up as mad till death when actually a tragic victim
49 Killed in a careless accident like fire or fall
50 Killed by invading soldiers
51 Killed by cruel madman
52 Suicide over some other death or tragedy
53 Grave was built over
53 Supported person who proved to be wicked
54 Did or said nothing while horrible crime committed
55 Crippled by terrible illness, enraged by pain
56 Killed by angering dead, now joins them
57 Killed on a pilgrimage or during religious ritual
58 Broke vow or promise died witnessing tragic outcomes
59 Stole from or robbed innocent or holy goods
60 Terribly lascivious letch killed by lover or lovers kin
61 Unjustly alienated community against tradition
62 Failed to for fill dying parents or lovers wishes
63 Abandoned children without care
64 Discarded child of infidelity or mistreated bastard
65 Showed disrespect for divine powers
66 Made wealthy by amoral or unholy means
67 Was owed money and died pauper or sick
68 Was a terrible debtor who left many others in hardship
69 Gossiped about and defamed since death
70 Abused and debauched children denied peace
71 Mocked a holy person or witch
72 Cruelly mistreated and mocked the poor
73 Greedy drunk could never get enough while family suffered
74 Cruelly treated animals and offended everybody with behavior
75 Didn't give spare cash to religious charity
76 Didn't aid desperate family when could have easily
77 Lied about other person who was punished for crime
78 Lewd wanton behavior and corrupting others
79 Convinced by evil lover to commit crime
80 Neglected duty at bequest of wicked lover
81 Lover with known worker of evil and suspected black magician
82 Used magical charms, trinkets and potions not approved by church
83 Poisoned others for personal gain or convenience
84 Got rid on many married partners for gain
85 Exploited others with romance and seduction for criminal gain
86 Failed to warn someone of danger
87 Started a fire or caused disaster that killed innocents and never admitted it
88 Read blasphemous books
89 Offended ancestors by not carrying traditional grudges 
90 Offended ancestors by not making offerings and prayers to them
91 Offended ancestors by not wearing traditional dress on festivals
92 Offended ancestors by denying family name and heritage
93 Tried to lie to gatekeeper of underworld
94 Offended death with attempts to live beyond allotted time
95 Judge of underworld turned away for misconduct in land of the dead
96 Ferryman of the underworld unimpressed by fair evasion
97 Gatekeeper of afterlife unimpressed by manners and lack of humility
98 A holy power is punishing soul for life of sin
99 Cannot pass over till learns who parents are
100 Performed foul rituals to live beyond death

Gamelog: Drunk on gold and monster blood!

0
0

The heroes began systemically killing 3-4 rooms then returning to a zone of goodness where Humblezorg's evil cat (now openly talks to him in private offering evil advice) and girlfriend Clarissa could not enter.

With battle bears and Dwarf in front and spell casters and Bard in rear. Bloodknock the Druid and his reincarnated Gnome body guard in the middle. Humblezorg scanned every room for evil, law and magic. Most cases sensed something and fireballed. Often party won still with summoned flunkies like snakes, cave eels and a fire elemental. Bloodknock kept forgetting to collect 9hd worth of blood to summon a blood elemental, but anyone could forget to drain litres of blood of monsters into cauldron.

Monsters butchered:

dracolisk which stoned a bear and injured several with acid before being killed butchered
spells still running ignored loot and came into cave with giant and pet giant rhino beetle giant killed and druid calmed beetle and left to recover and eat fungi

roper lair - i had forgotten they were super smart and made sophisticated comparison of party flavours as the tentacled party. Kinda creepy turd octopi old ones that boasted superior intellect while eating you mere cattle persons.

bodak demon scared cat with death gaze party look away to fight while bard gives all +2 hit and save

room of margoyles

umber hulk

troglodyte horde, bard entangled then charmed with song to kill each other, lots of party got entangled too but got troglodyte eggs and strange "nuetral" sword

a behir actually took out gnome before being killed and skinned

70% of dungeon clear and found core of complex bur teleported away three times. Scored huge amount of loot. Will easily clear 10 000 each, items for all and henchmen. Some henchmen need own 1pg sheet now.

Monsters loot repurposed
Trying to get party to consider what to do with loot as reaching name level and time for domain

Bard wants a bard school brewery pub on an island. I was a bit dismissive but now think i was a bit mean so will support this scheme. Whole school of bards telling party story fancy that. Attract richest visitors and best bards only and paying students. Start intelligence network with students.

Sorcerer wants a pleasure-dome cult school where he finds cities talented sorcerers orphans and claims to have taught them to attract mooks to his cult. Still out to blow stuff up for thrills and power trips on looting sprees. Was not interested in talented humanoid kids he could find easily. Thinking of recruiting bumpkin sheriff Gary back now enhanced Charisma stat. Gary a bit like onion knight. "I beg you sir dont listen to that cat and woman".

Bloodknock  the druid wants monoliths for bloodletting. Will be trying to retire wolf to the priestess of Bogripe village and get bug as follower. He wants to explore underland and undersealand and bring them into coming war as a sacrifice to the wilderness. Wants to breed monsters. He would prefer a +3 blade to all the crap of his share.

Emy's player missed sessions studying 1800s lit for uni. Will be able to build own tower of birds on island and save her sect. Also will  add her gloom to school forever. Most saintly necromancer ever. Sorta a spiritualist do gooder from 1900. Has cast made reverse animate dead spell to destroy undead as if turning. Emys apprentice growing to usable on adventure level too but mostly left to file books and guard loot in dwarf dungeon vault. New students soon when tower built. Hatching 2 cockatrice eggs. (I must read book: the Dun Cow)

Another option is party take over the mountains as a hidden kingdom for whole party. Would lead into anti giant adventures well too. Party could build location of choice to get more free followers and together set up a mountain valley village. Know good homeless rebels living in caves who need homes. Friendly with gnomes, elves, dwarves. Only a few giants tribes and a wyverns and stray monsters left and those damn dirty giant hairy mountain snakes.

Monster fried before your eyes!

High level DnD where monsters explode before first melee action. Pure spell casters threaten strike when low on spells. Fighting spell casters wanted to go on. Blood druid says quick efficient kills by fire is good. So 3 kills was "safety squad" average time to retreat with about 15-25% damage. Those Xorn really scared party last game.

"You'll wish I had a fireball pretty fast round here" warned humblezorg.

Party spell fire power pretty awesome.

Druid and bard for long term stealth and melee sorties magically hothouse pet bears before fight (barkskin, animal growth). Have brought bears back to life with raise dead animal spell. Both summoning giant cave eels in battle often handy extra fighters, probably five were killed sparing party lots of damage. One bear took about half of all parties damage due to luck, was briefly turned to stone. Bears once awesome about as good as 7th level warrior. But two and party dont fit on a floating disc spell.

On good day with wimps sorcerer still uses sleep spell and bard fascinate or glamour with song and entangle is a menace. Enemy turns on own kind, bottleneck wimps and kills their chance too overwhelm.

Fireballs, fire shuriken magic missiles from Sorcerer Humblezorg the indifferent and his evil girl and cat wasted many foes. Actually 1st and 2nd level spells with extra missiles better than fireball quite often and more precise in mass melee. Sorcerer deliberately choosing different elemental attacks for variety has worked. Both sorcerers fly and cat rides Clarissa back.

Wizard Emy with lightning and necromancy and with school necromancer chum Hel are both fliers too so four flying spell slingers scary. She also uses multiple summoned blood finch swarms to gnaw down opponents. A few floating discs and they can airlift party about.

Monsters here are big, mythic, often a bit dim. Dungeon wandering monster free and has few monsters interacting. Party in mountains battling 30-50 humanoids was interesting too. Increasing numbers of demons coming up.

Monster Lore

Party know some bizarre languages now and can often extrapolate ideas about a species by related languages. Stomp into monsters rooms. Usually detect chaos, evil and magic and sometimes for life with spells, powers and skills. Party based on area smell and what they sense start demanding in lizard man/chaos/dragon stuff like "ok come out! We are the new dungeon lords hand over your treasure and things will go easy for you we might even let you stay".

Not one monster taken up offer, all murdered in 3-7 rounds.

Vampire and artifact next session.

More Art...

0
0



Been getting some more sketches in from Michal for EMO projects and will write a more detailed brief for him. The Barsoomian one from my mentioning more weird science and he was re reading john carter. Good to see him having fun and time to do this for me. Probably this more fun than the Boris bikini and boob fantasy most commissions give him.

Sorry ive been slow blogging - im up to curse no 850 on my d1000 curse table but i might try something else. Planet Psychon will be at SYDCON - im just settling details now

Gamelog: Spit Roasting a bard, Demon Fly Style

0
0

In process of writing:
d1000 curses stuck on no 850
Gnome race=class BX class
Adding a few things to Psychon Book
and writing Psychon adventure for Sydcon

Been well, still unpacking room got a door and new wall today. Saw about 300 bux of stuff i want in game shop - cthulhu britain stuff, new orleans book, chaosium magic world and iceland books, more dice.... Also about a hundred bucks of posca pens in new sizes for more recent colours. Have urge for a tablet and buy tons of cheap old heroclix minis to play TSR Marvel at club. Getting interested in BRP games again too. Been asked to do some board game graphics.

Playing:
2 on off pirate games in warhammer fantasy (80s version)
DnD 3.5 and 4 games just to try before i knock em
My cthulhu 1490 game where party grilling a serpent man prisoner and starting to trust him to help them fight witches (how sweet)
A few boardgames

and my DnD EMO rules game now 10th level and just finished this:

The Lost Caverns of Tsojcanth
Party looking for last few rooms. Found Chasm Fly Demons and drove them to teleport away. They Joined up with black furred ape darkness demons and summoned more kin to join them. Bloodkock the Druid having tasted en escaped demons blood coud track it and part hunted the hideous demons. Found wall of darkness with wounded elf maid and child. Emy cast Ice Storm on dark zone and bloodknocktried to dispel darkness. Cancelled one of a dozen darkness zones wasting his action but revealed one fly demon. Bard used song to block fly demons sleep inducing drone. Then invisible shadow ape demons appeared attacking the party and wounding man. Thirteen demons all up, for quite a battle. The bard tried to hover back with his new bat wing cape but demons telekinesed him down then a demon skewered him on his blood sucking proboscis and tried grabbing the bards lute. Another demon stabbed him from behind and they carried him into air. Ground demons killed and party slew fly demons and dropped Linden the Bard to ground with thud. Part pet bears tried and failed to catch him.

Found a blanket of smothering almost killed Bard with a trapper from ceiling dropping on top. Party killed, destroyed rug and gave mouth to mouth to bard saving him. Went through gate and killed minotaurs and bard befriended a minotaurs riding bull to use as a pack beast. Went to next pocke dimension and faced centaurs which they charmed and influenced before leaving. Killed animated skeletons and rested in doorless chamber. Went to next plane of infinite colums and trapped in pentacle before escaping with new centaur chums. Found a cave lizard who
Linden charmed with help from the reptilian speech crown. He wants as new mount.

Finally into the Vampire Chamber where party resisted and killed her but Emy was knocked out and level drained. She also picked up inteligent evil balde which controlled her so party ok with her being knocked out. Used bears to open slab and killed vamp again before she went deeper into stone floor. Druid shrink, squeezed inside and turned into bear o help open from inside. Party found coffin and books and finished the vamp off one and for all. Took the great artifact lamp and returned to Gnome village where Druid was married to his gnome betrothed.

Over 300 000gp loot plus many spells, magic cage, evil sword, artifact and new followers. Many stat booster books and level up meant players added 3 stst points as went to 10th. Emy INT is now 21. Wondering If artifact more trouble than its worth.

Local Mountain King and his wizards want

Emperor wants It

Barron believes the Gem fueled lamp is a waste of money and trouble.

Many Demon lords Enemies of Lantern and Iggliwiv's magic Including the Vampires Dad who the Lady wizard imprisoned and bound till he escaped by deception and carried her to the Abyss. Whole new scale of enemies opened up. Will get party set up new bases and establish mountain kingdom. Also plan to visit the Bloodsand whaling town and giants under dark after that.

Emy and evil hellcat hatching cockatrice eggs.

Plenty of old enemies of party to trouble their new kingdom like fish cult, the White Sorceress, a Lich, Dark Elves and others.


Revised Planet Psychon SYDCON blurb & equiptment

0
0
Planet Psychon

Its 1973, your band has just come back from Latin American tour and you expect to land in Bermuda shortly. A strange storm sweeps over the sea, lightning and weird auroras fill the sky. Out of control the plane dives, everyone on board panics as the plane crashes. Outside is a strange new world undreamed of. Turquoise coloured clouds drift over a tangerine sky. Strange birds fly in the distance. Surviving characters begin to quarrel and look for survivors in the wreck. Someone staggers over to a pool in the golden sand to drink. They scream when the pool of gelatinous liquid leaps at them dissolving off their face before other survivors eyes. This cant be Earth.

Take a fantasy trip and see how strange the old school Renaissance has become. Rules are fast and light and based on the 1981 red and blue Dungeons and Dragons box set. Planet Psychon is a psychedelic post apocalypse world inspired by 70s prog rock album covers (Roger Dean and Rodney Mathews especially). The world is bastard child of Clark Ashton Smith, Micheal Moorcock, Jack Vance and Gammaworld. Psychotronic warfare, AI gods and automated nanoid terraforming have made a world and people that are constantly changes. Nobody is sure if ancients were 50 years ago or a million, but everyone knows they called the planet Earth.

This adventure is about survival and exploration in a strange new world. Adventurers must gather their wits and plane wreckage to survive in a hostile world. A world that is ever changing and also changes player character band members into adventurers fit for survival on a world of black sorcery and strange science. Other passengers, hostile entities and the alien nature of Psychon itself await.

A one session game for 4-6 Players based on the D&D 1981 BX Red and Blue box set editions

Run by Chris Tamm  Planet Psychon runs Sessions blah blah blah

I have been working on pregens for this. As game run 5 sessions I wanna have basic character info pregen but players pick gender, age, nationality and name. They also have to describe their outrageous rock outfits. As planets Psychon effects them they transform from zero level Earthmen to 3rd level Psychonian heroes with some indigenous knowledge. Will get Earthmen character sheets then granted new sheets and asked to roll for colour type and for extra features like hair, horns, tails etc.

I have a list of 12 surviving passengers and will need their altered forms ready. Most will remain zero level. A couple will have levels.

First objective will be to escape the desert with pools of aggressive acidic gel monsters. Dealing with passengers and each other while changing will be the first part of the adventure.

The second part will be meeting other Psychonians. First a lone hunter and some more hostile former humans. Some evidence of Earth and satellite gods found.

The third will be journeying into a new Hex and looking for a safe haven like a village or citadel. The villagers send party to kill wizard to earn right to settle in lush land. 

Im gonna make a DM screen up from Yes Album covers.

------------------------------------------------------------------

All this very useful. Letting players mutate into local weirdos will be interesting and solves lots of problems Ive had in my thought experiments.

I need to maintain balance of:

magic, spells, magicians, mythology
science, high tech ruins, rayguns and robots

I need to mix these elements up right

Many fire arms unique and when ammo gone are probably useless. Even rechargeable ones wear down and a jealous god might just ruin it from orbit without any trace.

Trade based on barter and prices vary from ex to hex based on food resources and tech and local ruins

Equiptment Available
Have provided table to roll npc loot
d100 Armour
01-60 Light Armour
61-80 Medium Armour
81-90 Heavy Armour
91-100 Tech Armour

d12 Light Armour
1-3 Hero Harness +1 (to any light armour) covers shoulders and joints and not much else, Includes lots of places to strap weapons and stuff.
4-6 Arm and Leg Bracers +1 (to any light armour)
7-9 Leathers, Soft Hide, quilted cotton fibre +1
10-11 Hard leather (carbouli) or tough hide +2
12 Studded leather, Leather scale +3
1in3 has Light Cap +1 (to any light armour)

d12 Medium Armour
1-4 Ringmail +4
4-8 Metal Scale +4
9-10 Chainmail +5
11-12 Chest plate +4 (can add to +1 light armours)
1in4 has Helm +1 (to any armour -2 sense skills)

d12 Heavy Armour
1-7 Plate Mail +6
8-11Full Plate +7
12 Gothic Plate +8
1in6 has Full Helm +2 (to any armour -2 sense skills)

d12 Tech Armour
1-4 Ballistic Vest +4 vs bullets only
5 Mutant Plant Fibre +4
6-7 Riot Armour +5
8-9 Reactive Vest +6
10-11 Combat Dress +7
12 Scout power armour +10 120 hours operation, +30m jump pack, scanner, stealth
1in4 High Threat Helmet +1 with radio, gasmask, camera
or in no then
1in6 Advanced combat helmet +2 with HUD, binoculars, 30m air supply, vid link, laser range finder

d100 Melee Weapons
01-10 Knife 1d3
11-18 Dagger 1d4
19-20 Cestus/Brass knuckles/claws
21-25 Sickle 1d4+1
26-30 Shortsword 1d6
31-39 Club 1d6
40 Chain 1d6
41-45 Hatchet 1d4
56-50 Hand Axe 1d6
51-55 Javelin 1d6
56-60 Staff 1d6+1
61 Hand flail/nunchucks 1d6
62 Ball and chain 1d6+1
63 War flail 2d4
64-73 Spear 1d8
74 War claws/katar 1d6
75-80 Sword 1d8
81-85 Mace 1d8
86-90 Battleaxe 1d8
91 2-handed great sword 1d10
92 2-handed great axe 1d10
93 2-handed great maul 1d10
94 2-handed great flail 1d10
95-98 2-handed polearm 1d10
99 2-handed great spear 1d10
100 Roll ancient melee weapon table

Feel free to describe exotic shaped blades, serrated edges, even combination weapons like sickle+chain. Exotic martial art weapons plausible too.

Ancient Melee Weapons01-02 Stun Knux (or gloves) 1d3+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
03-13 Stun Baton 1d6+ CON save or 1d6 rounds stun 10 minute cell (1d10 rounds left)
14-15 Impact Baton 1d6+1d6 dam captive bolt 10 minute cell (1d10 rounds left)
16-17 Folding Staff 1d8 folds from 1 foot to six
18-27 High Quality knife +1
28-32 High Quality dagger +1
33-37 High Quality short sword +1
38-42 High Quality long sword +1
43-45 Crystal knife +2
46-47 Crystal dagger +2
48-49 Crystal short sword +2
50-51 Crystal long sword +2
51 Monoblade knife +3
52 Monoblade dagger +3
53 Monoblade short sword +3
54 Monoblade long sword +3
55 Force knife 3d6 10 minute cell (1d10 rounds left)
56 Force sword 4d8 10 minute cell (1d10 rounds left)
57 Energy Mace 10d6 10 minute cell (1d10 rounds left)
58-60 Chainsword 1d8+3+1d610 minute cell (1d10 rounds left)
61 Vibroknife 1d3+1d4 10 minute cell (1d10 rounds left)
62 Vibro shortsword 1d6+1d4 10 minute cell (1d10 rounds left)
63 Vibroblade 1d8+1d6 10 minute cell (1d10 rounds left)
64 Vibrospear 1d8+1d6 10 minute cell (1d10 rounds left)
65 Hydrogen Lance 3d8 10 minute cell (1d10 rounds left)
66 Hydrogen Short Sword 3d6 10 minute cell (1d10 rounds left)
67-71 High Quality truncheon 1d6 +1
72-76 High Quality hatchet 1d4 +1
77-81 High Quality fire axe 1d8 +1
81-85 High quality chain 1d6 +1
86-87 Folding Baton grows from 6 inches to 3 foot long
88-89 Shock Baton 1d6+1d6 10 minute cell (1d10 rounds left)
90-91 Shock Knucks 1d3+1d6 10 minute cell (1d10 rounds left)
92 Memory plastic knife 1d3 but disguised as jewellery
93 Memory plastic weapon turn into truncheon, short sword. hand axe or belt
94 Sonic Knife 3d3 10 minute cell (1d10 rounds left)
95 Sonic Short Sword 3d6 10 minute cell (1d10 rounds left)
96 Death Rod CON save or dying (first aid to save with cpr) 10 minute cell (1d10 rounds left) Memory metal universal weapon – turn into any melee weapon +1
97 Chain Dagger 1d6+3+1d3 10 minute cell (1d10 rounds left)
98 Sonic Axe 3d8 10 minute cell (1d10 rounds left)
98 Force Axe 4d8 10 minute cell (1d10 rounds left)
100 Force Halberd 5d8 10 minute cell (1d10 rounds left)

d100 Missile Weapons
01-07 Sling 1d4 stone +1 if lead slug rate 1 Base Range = 50
08 Lasso entangle only base range = STR
9-13 Dart 1d3 rate 1 base range = STR rate 3
14-15 Whip 1d3 rate 1 max range = 10ft entangles if roll+4 higher than hit required
16-22 Javelin 1d6 rate 2 base range = STRx2
23-25 Shuriken 1d3 base range = STR rate 3 Base Range STR
26-30 Knife 1d3 base range = STR rate 3 Base Range STR
31 Chain 1d6 1d6 rate 1 base range = STR entangles if roll+4 higher than hit required
32-40 Throwing Stick d4 rate 2 base range = STR
41-45 Dagger 1d4 rate 2 base range = STR
46-50 Hatchet 1d4 rate 2 base range = STR
51-52 Bola 1d4 rate 1 base range = STR entangles if roll+4 higher than hit required
53-56 Hand Axe 1d6 rate 1 base range = STR
56-70 Throwing club 1d6 rate 1 base range = STR
71-72 Chakra 1d6 rate 2 base range = STR
73-75 Spear 1d8 rate 1 base range = STR
76-80 Rock 1d3 rate 3 base range = STR
81-85 Short bow 1d6 rate 2 base range = 50
86 Long Bow 1d8 rate 2 base range = 100
87 Composite Bow 1d8 rate 2 base range = 75
88 Crossbow Pistol base range = 10
89-94 Light Crossbow 1d6+1 rate 1 base range = 50
95 Light Crossbow Repeating 1d6 rate 2 clip of 10 base range = 40
96 Medium Crossbow 2d4 rate 1/2 base range = 65
97 Heavy Crossbow 1d10 rate 1/3 base range = 85
98-100 Roll ancient missile weapon table

d100 Ancient Missile Weapons
01 Stun Whip 1d6+ CON save or 1d6 rounds stun Range 10foot
02 Shock Whip 1d3+1d6 Range 10foot
03-08 Light 17th C Flintlock Pistol 1d4 rate 1/2 rounds one shot Base Range 5
09-13 Medium 17th C Flintlock Pistol 2d4 rate 1/2 rounds one shot Base Range 5
14-18 Heavy 17th C Flintlock Pistol 3d4 rate 1/2 rounds one shot Base Range 10
19-23 Light 20th C revolver pistol 1d4 shoot 2/round 6 shots Base Range 5
24-28 Medium 20th C revolver pistol 2d4 shoot 2/round 6 shots Base Range 10
29-32 Heavy 20th C revolver pistol 3d4 shoot 2/round 6 shots Base Range 10
33-37 Light 20th C automatic pistol 1d4 shoot 2/round 12 shots (or 1d6+6) Base Range 10
38-42 Medium 20th C pistol 2d4 shoot 2/round 20 shots (or 1d10+10) Base Range 10
43-46 Heavy 20th C pistol 3d4 shoot 2/round 10 shots (or 1d10+6) Base Range 10
47-50 Flare Pistol 2d6 flare (1d4 fire dam for 1d6 rounds) or 3d6 buckshot or 2d6 slug 1 shot Base Range 10
51-53 Disposable Laser Pistol 2d6 one or six shot disposables Base Range 10
54-55 Defence Laser Pistol 2d6+2 10 shot cell Base Range 20
56-57 Military Laser Pistol 5d6 10 shots one cell Base Range 30
58 Sonic Blaster 5d8 8 shots 2 cells Base Range 10
59 Death Ray Pistol CON save or Die, require cpr from first aid or healing Base Range 10
60-62 Stun Ray Pistol CON save or pass out for 2d6 rounds Base Range 20
63-64 Light SMG/Machine Pistol with folding stock 1d4 or up to 20 shot burst 20 or 40 shots Base Range 10
65-66 Medium SMG/Machine Pistol with folding stock 2d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
67-68 Heavy SMG/Machine Pistol with folding stock 3d4 or up to 20 shot burst Base 20 or 40 shots Base range 20
69-71 Matchlock musket rate 1/3 rounds 2d6 1 shot Base Range 30
72 Arquebus matchlock with stand rate 1/4 rounds 3d6 1 shot Base Range 40
73-74 Flintlock Rifle rate 1/2 2d6 one shot Range 50
75 Light Hunting Rifle 1d6 Rate 2 Shots 1/4/10/20 (various models) Base Range 100
76 Medium Hunting Rifle 2d6 Rate 2 Shots 1/4/10/20 (various models) Base Range 125
77 Heavy Hunting Rifle 3d6 Rate 2 Shots 1 or 2 (some double barrelled) Base Range 250
78 Light Military Rifle 1d6 Rate 2 or 10 burst Shots 20/40/60 (various models) Base Range 80
79 Medeum Military Rifle 2d6 Rate 2 Shots 1/4/10/20 (various models) Base Range 100
80 Heavy Military Rifle 3d6 Rate 2 Shots 6 Base Range 500
81 Double Barrelled Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long range or 2d6 slug rate 2, 2 shots base range 10 or 50 slug (no scatter mods) sawn off models max range or 10 with d4 scatter
82 Pump Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long or 2d6 slug rate 2 or burst 10, 10/20 shots, base range 10 or 50 slug (no scatter mods)
83 Combat Shotgun 3d6/2d6/1d6 shot, reduces dam with range but at medium hit 1d3 adjacent targets 1d4 at long rate 2, 6 shots, base range 10 or 50 slug (no scatter mods)
84-85 Disposable Laser rifle 2d6 one or six shot disposables base Base Range 150
86 Defence Laser rifle 3d6+3 rate 2, 10 shot base range 1000
87 Military Laser rifle 7d6 rate 2, 10 shots one cell Base range 2000
88 Sonic Blaster rifle 7d8 rate 2, 8 shots 2 cells Base range 50
89 Death Ray CON save or Die rate 2, 6 shots, Base range 50
90 Stun Ray CON save or pass out 2d10 rounds, rate 2, 10 shots, Base range 100
91 Smart pistol 2d6+2 rocket projectile no range penalties rate 2, 10 shots, Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and other weird ammo types)
92 Variable smart pistol as above but can voice select one of 6 shots in chamber
92 Smart rifle 3d6+3 rocket projectile no range penalties rate 2, 20 shots, Base Range 20 (explosive, narco, AP, Incendiary, gas, shock, stun and other weird ammo types)
93 Variable smart rifle, as above but assembles ammo for task from nanofactory, enough parts for 30 shots each magazine
94 Web gun STR save or trapped for one hour, rate 2, shots 10, base range 25 - ignore armour
95 Grenade Launcher rate 2, shots 6 or 10, base range 40 some mounted on rifle
96 Advanced Grenade Launcher rate 2, shots 10 or 20, base range 100 - can set to air burst a set range, laser range finder, night scope inbuilt
97 Flame Pistol 2d6 rate 1, affect one man size target, shots 1 or 6 with beltpack, Base Range 5
98 Flamer 3d6 rate 1, affect 1d3 adjacent man size targets, shots 6 or 20 with backpack, Base Range 10
99 Flame Thrower 4d6 rate 1, affect 1d6 adjacent man size targets, shots 7 with beltpack, Base Range 20
100 Plasma Gun 8d8 rate 1 (older models rate 1/2), shots 6 (older models 1), Base Range 100

d100Grenades and explosivesUsually 1d3 of arch type rolled
up to 63 need a lit fuse or hot coals to start

01-05 Black powder grenade 2d6 2 yards radius 1lb
06-08 Disorder keg 3d6 4 yards radius 4lb
09-12 Black powder mine 2d6 2 yards radius 4lb
13-14 Aquatic black powder mine 3d6 4 yards radius 8lb
15-20 Irritant gas bomb CON Save or -5 sense rolls, -2 most actions or fight 1lb
21-23 Vomit gas bomb CON Save or spend 1d4 rounds vomiting and or moving away 1lb
24-34 Oil Potion 2d4damage +1d4 for1d4 rounds 1lb
35-44 Holy Water 2d4damage +1d4 for1d4 rounds if undead or unholy 1lb
45 Holy Oil 3d4 damage +1d6 for1d6 rounds if undead or unholy other wise as oil ilb

46 Web pod (from a plant) 3foot radius STR save per round till escape, no fuse but handle with care 1lb
47-50 Fog bomb radius grows by 3 per round for 1d6 rounds harmless funny tasting fog 2lb
51-54 Smoke bomb 3 radius, CON save or -2 all actions, if fail 2 times must flee 1lb
55-57 Smoke mine 12 radius, CON save or -2 all actions, if fail 2 times must flee 2lb
58 Psychadelic gas 3 radius, CON save or confusion while in vloud + 1d6 rounds outside 1lb
59-63 Dynamite 1d6 1m radius per stick maximum, additional sticks only add half damage after this 1/2lb
64-68 Frag grenade 5d6 1lb
69-70 Chem grenade 8d6 1lb
71 Poison gas grenade 3 radius CON save or poison effects 1lb
72 Bioplague grenade 3 radius CON save or stats halved for 24 hours, save again then or die 1lb
73-75 Fear gas grenaide 3mr CON save or 3d6 rounds fear 1lb
76-78 Psych gas grenade 3mr CON save or confused +3d6 rounds rounds after leaving cloud 1lb
79-80 Wire grenade 3 radius or razor wire filaments 2d6 to cross 1lb
81-83 Plastic Flechette grenade 3d6 subtract AC from armour, doesn’t breach hulls 1lb
84-86 Incendiary grenade 3 radius 3d6 plus 1d4 fire for 1d6 rounds 1lb
87-90 Smoke grenade 6 radius CON save or -2 all actions, if fail 2 times must flee 1lb
91 Shaped Charge 5d6 ignores armour if placed or fired from launcher 1lb
92 Small Damage Pack 6 radius 6d6 4lb

93 Large Damage Pack 12 radius 8d6 8lb
94 Tear gas grenade 3 radiusCON Save or -5 sense rolls, -2 most actions or fight, till leave area and round after, + morale check or WIS save or flee from cloud 1lb
95 Tranq gas grenade 3 radius CON save or pass out for 1d3 10 minute turns
96 Rocket 3 radius 5d6 damage (1in6 some varied ammo types) one shot tube base range 50 2lb
97 Micromissile 9 radius 8d6 damage (1in6 some varied ammo types) one shot tube base range 1km (1in6 smart missiles no range mods) 8lb
98 Shock grenade 3 radius 3d6 damage CON save or stun and full damage, save halves and resists stun 1lb
99 Energy grenade 3 radius plasma ball contained in feild 10d6 1lb
100 Death field grenade 3 radius CON or die unless in battlesuit or space suit 1lb

Instruments
Bongo Drums with sling, Bass Drum with sling, Kettle Marching Drum with sling, Moog Taurus - a 13-note pedal powered keyboard played by the feet fom early 70s, Acoustic Guitar, Mouth organ, Trumpet, Piano Accordion, Flute, Pan Pipes, Harp, Korg 5000 Music box, Hydrogen Cell Powered electric guitar with built in amp (bass available too), portable keyboard with sling, battery powered turntable with sling and 3d10LPs, portable 8 track cassette deck, ghetto blaster with tape and radio, ipod

First Aid
First Aid Skill heals 1pt after a fight with success
Healing Skill heals 1d3 after a fight with success

Primitive first aid kit - bandages, needle, thread, one use
Ancient first aid kit - sterile pre packaged, painkillers, 10 uses
Churgeons Bad - needed for healing, 6 uses
Doctors Bag - needed for healing, 20 uses
Medifoam Spray 1d4 with 6 applications
Organ bugs - living bugs that can replace a damaged organ heal 2d6 once, come in mini cryopacks or some wild ones but they replace only one type of organ or attach selves to poor animals
Healing Fungus - fungus seals would and repairs organs on a 1in6 turn person into fungal humanoid forever

EMO DnD Classes pt 13: Gnome

0
0

As party Druid married a gnome and two others have gnome lovers in gnome town and druids bodyguard is currently reincarnated as a gnome here is my one class gnome. More linked to living things and natural places and quite like working in the sun unlike Dwarfs. Some slow spell progression and reasonable warriors even smaller than Dwarves. Variant gnomes include other critters like stove trolls, forest moss men and other little fairy folk. Some varieties even live in underlands, inside trees and hills, rocks, barns, roof spaces, cellars and other places. Not all are jolly, some melancholic, other cold and cynical some mean.

Gnome
Diminutive nature folk


HD: 1d8
Prime Stat: Con
WP: 3 (+1/2nd Lv)
NWP: 4 (+1/2nd  Lv)
Non-WP mod: -3
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written

Spells: As per 4th table (Paladins, Rangers) any spell list
NWP: Any
Shield: Any but large
Armour: Any
Weapon:
Any one handed melee weapon, Dagger, Club, Sling, Short Bow, Any Crossbow, Garrote, Shuriken, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bola, Dirk, Blowpipe, Any gun, long spear, pole arm, spear
Fight as: Priest
Save as: Priest


Gnomes are minor land spirits or divinities related to natural features or places, some instead living near humans and a few underground. Gnomes not as militant as dwarves and more practical than elves and more humble than halflings. They are even smaller than other races from one to three feet tall at biggest. Frequently have animal pets as followers. The are slightly magical and know a few such tricks. Gnomes pick different spell lists based on local tribes choice. Druidic or Wizards of illusion school most popular.

-Can cast spells with a single zero cantrip at first and a 1st level spell at 5th level as per the table for paladins an rangers spells in EMO book. Can choose magic as per any magician type. Illusions and druidry are popular.
-Can see in dark
-9 base move instead of 12
-despite diminutive size can wield larger weapons than some small races
+3 any craft proficiencies like blacksmith, trap lore, lock lore, black powder and incendiaries
as well as any animal, plant or agricultural NWP like animal handling, herbalist
+1 CON and WIS saves
-4 to be hit by any humanoids bigger than human such as ogres, trolls and giants
+1 hit and damage vs goblins or  kobolds
At 4th level you can turn self invisible as spell one round per level per day
At 5th level you can turn into a single choice species, choose a second species at 12th and a third at 20th. Can change once per two levels per day. Must be a small creature like a mole, badger, hare, dog, bear cub, wild cat, beaver, raven, bat, salmon, etc
At 6th you attract a follower – a kobold, gnome, or animal companion and every lv from now on
At 8th level you you can teleport once per week
At 10th you establish an underground stronghold attracting +1d6 followers per level there forth

Spells per level - shared by Paladins and Rangers

lv         0         1         2         3         4         5          6        7
1          1         0         0         0         0         0          0        0
2          2         0         0         0         0         0          0        0
3          3         0         0         0         0         0          0        0
4          4         0         0         0         0         0          0        0
5          5         1         0         0         0         0          0        0
6          6         2         0         0         0         0          0        0
7          7         2         1         0         0         0          0        0
8          8         3         2         0         0         0          0        0
9          9         3         2         1         0         0          0        0
10        10       4         3         1         0         0          0        0
11        11       4         3         2         1         0          0        0
12        12       5         4         2         1         0          0        0
13        13       5         4         3         2         1          0        0
14        14       6         5         3         2         1          0        0
15        15       6         5         4         3         2          1        0
16        16       7         6         4         3         2          1        1
17        17       7         6         5         4         3          2        1
18        18       8         7         5         4         3          2        2
19        19       9         7         6         5         4          3        2
20        20       10       8         6         5         4          3        3

Specialists could be other fairy folk like house trolls

Deep Gnomes - steampunk alchemists. +3alchemy, black powder, mechanical lore, incendiaries NWP often and can take clockwork automatons as followers. Carry guns.

Moomintroll - nice trolls, instead of animal form regenerate 1hp/turn (10 minutes) and instead of Invisibility this becomes one hp per round.

Lepricorn - lucky drunks gain dimension door once per two levels per day instead of animal form, gain level X 100gp as gift each level

Brownie/faerie - gain fly instead of animal form one turn per level per day with bug wings

Redcap - blood thirsty with grow +1 foot pr level instead of animal form, can use polearms and halberds in this form

Gremlins - evil eye makes any machine save or break replaces animal form, one use level per day 

Kobolds - often have trap and lock lore sneak and hide +3, call on CHA in kobold followers instead of animal form, will become backbone of your tribe

Goblins - have monster species affinity with one breed instead of animal form

d100 Magic Skulls

0
0
There are plenty of magic skulls in fantasy so I made a batch here for you to enjoy and for my Gothic theme of the moment. http://blackpaint20.tumblr.com/ been very inspired by this and they accepted my pigman art.

Still slogging on curse table....
do whats in pockets shortly...

D100 Magic Skulls

1 Pirates skull - gold skull in black laquered box, feed him 1000gp and he will tell you location of treasure (always risky but rich)
2 Jade skull - wielder does not age while holding in hand
3 Wizard Skull - covered in magic sigils, can save 1d4 levels of spell per day
4 Holy Skull - saints head in glass case is a holy symbol and cures 3 diseases per week
5 Ice Skull - Keeps goods frosty (like chilling beer) Fires a 4d4 frost ray three per week range 90
6 Fire Skull - moulded from magma, cracks grow when held, 8th level burning hands three per day
7 Primordial Skull - fossilized prehistoric skull - contact other plane per week, after first use WIS save or summon demon each use
8 Serpent Skull - worn as a crown may speak to reptilians and learn their languages
9 Dragon Skull - worn as a helmet makes immune to fear
10 Storm Skull - cracles with sparks when held, three 10th level shocking grasps per day
11 Ancestral Skull - commune with ancestors once a week
12 Missile Skull - shoots 1d4 magic missiles in a volley once per day
13 Skull of Traps - once set explodes if touched or more than one being walks within 20 ft radius for 6d6
14 Watch Skull - records 24 hours on command, plays back in 10 minutes
15 Skull of snakes - on command two 1HD snakes crawl from sockets per round for 10 rounds once per day, hostile to all
16 Healers Skull - wals 1d8+8 once per day and nuetralize poison once per week
17 Kobolds Skull - summons 2d4 kobolds that must be convinced to serve you once per week
18 Goblin Skull - summons a goblin peon to serve you once per week
19 Warriors Skull - summons a skeleton per day
20 Saints Skull - Acts as portable shrine and holy symbol, restores a lost energy level per week
21 Skull of the Bard - sings 3 songs a day on command, may be studied and learned by bards
22 Skull of fear - twice a day, range 30, a ray of fear on a 30 degree cone
23 Scarecrow Skull - once a day can mke a 2HD scarecrow golem from sticks and a vegetable or more
24 Raven Skull - talk to crows, ravens, blackbirds darkness 15 radius once per day
25 Ghoul Skull - summon a ghoul once per three days
26 Gargoyle Skull - sense gargoyle location and speak their language while holding
27 Navigator Skull - compass, starchart engravings and magic letter
28 Fleshman Skull - plant skull and a week later full grown person born from dirt with nomemories
29 Skull tree - plant skull growns into huge tree with skull fruit over night
30 Blood Skull - once a week produces 1 gallon of blood per round for 100 rounds
31 Iron Skull - Ads+2 AC if held in hand
32 Bronze Skull - Imprisoned demon answers a question per day 1d100 more questions till free
33 Brass Skull - If sleep with it grants wondrous dreams of Efreet city on plane of fire
34 Silver Skull - Holder of skull in a group always the least popular target for lycanthropes and immune to lycanthropy
35 Gold Skull - Coughs up 1gp per day
36 Copper Skull - If planted a tree grows with copper leaves
37 Adamant Skull - is immune to all harm and magic, pleases the gods as a gift
37 Star Stone Skull - meteoric stone can shape into a axe, mace, sword or shield +3 for 24 hours once per week
38 Ornichalcum Skull - If struck by hammer or malls onto iron or steel from a great height (200 ft) detonates as 12d6 fireball with a radius or 50 feet, skull reforms far away
39 Demon Skull - horned skull can detect law or good and cast protection from either once per day
40 Devil Skull - horned skull can detect chaos or good and cast protection from either once per day
41 Angel Skull - has a glowing halo and looks golden can detect chaos or evil and cast protection from either once per day
42 Deva Skull- glowing white skull detects evil and can cast protection from evil once per day
43 Modron Skull - Pyramid shaped one eyed skull detects chaos and can protection from chaos once per day
44 Slaad Skull - Bactrian shaped skull with jewel inset detects law and can protection from law once per day
45 Daemon Skull - horned skull can detect good and cast protection from good once per day
46 Archon Skull - +1 level for one turn (10 minutes) once per week
47 Medusa's Skull - once per week casts stone to flesh
48 Orc Kings Skull - improves orc relations by one step, acts are witnessed by orc gods
49 Hobgoblin Skull - call a squat of 12 hobgoblins once a month ready to be employed as mercenaries
50 Skull of Fire & Ice - half gold half crystal, shoot a single magic missile and a burning hands (6th level) once per day
51 Skull of the Mutant - green glowing skull if slept with CON save if succeed then gets a mutation if fail die of cancer a week later
52 Alarm Skull - screams if intruder walks within 20 feet once set by owner, an owner must atune to skull for 24 hours meditation to control
53 Psion Skull - casts ESP once per day
53 Crystal Skull - Creates 1d3 illusion duplicate images once per day for 10 minutes
54 Skull of the Martyr - remove curse once per week, tells you all your flaws when used
55 Skull of the Sailor - can float as long as is touching, can effect up to 6 persons at once
56 Skull of the Necromancer - add +1 level effect to necromancer spells, but keeps complaining
57 Skull of darkness - see in dark while held
58 Skull of flies - once a day summon a 30 ft wide swarm of flies inflicts 1pt damage per round for 2d6 rounds moves at speed of 18 at wielders commands
59 Fisherman's Skull - Vomits up bucket of worms or chum per day
60 Farmer's Skull - If given a handful of grain predicts weather for 24 hours
61 Bailiff's Skull - summons 2 militia men with clubs (beadles) who serve for one hour, once per week
62 Hunter's Skull - once per day skull whispers direction of game beast if given drop of hunters blood
63 Sorcerers Skull - provides knowledge of a spell (usually 1st)
64 Ferryman's Skull - turns into a skeletal ferryman with pole and small boat for up to an hour per week
65 Fishman's Skull - slimy to touch, produces a gallon of salt water per day and causes owner to dream of the fishmen gods beneath the sea
66 Mason's Skull - calls a skeletal mason who labours for one hour a day
67 Servant's Skull - calls a skeletal servant who labours for one hour a day
68 Madman's Skull - whispers insanity at night to owner, 1in20 chance per night tells of adventure opportunity or treasure to be found or of monster lair WIS save monthly or go mad
69 Minotaurs Skull - allow user to cross species procreate between cow and human and breed minotaurs if held by human
70 Hag skull - plant in ground outside a house and a skeleton fence surrounds the next sunfall. Scream if visible, invisible or other planar being breaches (no reaction for flyers unless they stop inside)
71 Hellhound Skull - buried with two dogs in a graveyard at midnight and awakens next day as a diabolic hellhound
72 Hellcat Skull - if thrown into a well while committing a act of evil like murder or betrayal, a hellcat will crawl out the next night and will seduce person to be hell's agent
73 Hog Skull - Addictive magical delicious jowls can be torn out, regrows 3 serves a day
74 Flaming Skull - if put on a torch shaft, will burn without smoke or scent till removed, a bit tricky when burning
75 Electrum Skull - feed skull will convert gold silver and electrum of ancient currency
76 Amber Skull - remember one spell after use once per week, WIS save per use or madness creeps in
77 Homing Skull - attuned by ritual, skull always faces home if left untouched and free
78 Rune Skull - holding the skull over stone creates a o range red beam that can be used to etch runes in rocks
79 Scribes Skull - one hour per day if ink and inkwell or clay and tablet for older ones, the pen becomes animated by skull and it takes dictation in its native language which might be extinct
80 Barn Skull - placed in barn or feed store anything from a mouse to a human who enters intending to steel summons a skeleton to do away with them
81 Kings Skull - this skull proves a families legitimate claim to land, it also makes guardian dream of power
82 Warlords Skull - this skull can be used to incite a warband to raze the area "discovered in" as foretold in barbarian prophecy1d100+50 barbarians and leaders, will end when skull taken to homeland of barbarians
83 Captains Skull - if mounted into prow of ship will increase ship surviving storms odds, reduce leaks, rats, lice and mice
84 Monks skull - chants softly on hour, effective time keeper
85 Warlocks skull - casts a curse one per week
86 Witches Skull - casts charm person once per day
87 Jesters Skull - tells bad joke on request, 1in6 good
88 Lumberjacks Skull - summons two beavers who fell a tree once per day then run away
89 Ice Queens Skull - cold to touch, white, cast Ice storm once per week 
90 Wood Lords Skull - moss covered stone skull, cast speak to animals once per day
91 Rogue lords Skull - offers advice on scheme once per week 
92 Torturers Skull - offers torture advice once per week, improves interrogation
93 Goblin Kings Skull - offers goblin type sage advice on any matter daily
94 Terrible Turnip Kings Skull - can commune with Bogrump the turnip lord monthly and call him in person once a year if build him a turnip headed scarecrow
95 Fire Lords Skull - if placed watching a fire or a room of candles fire will not go out or ever go out of control
96 Druid Kings Skull - if placed in a store place like a barrow or silo near woods, squirrels will fill with edible nuts once per year
97 Green Lords Skull - If planted under field doubles crop yield, effects amount one farmer with ox can plow per day
98 Dreaming Lords Skull - experience vivid dreams of other dimensions every night you sleep with skull, succeed in a INT save and become addicted, dumb people less impressed
99 Dragon Masters Skull - can speak to draconic beings while holding
100 Swine Lords Skull - can speak to pigs and resist powers of devil swines and infection from pig or boar lycanthropes

In The Pockets of a Common Man

0
0

D100 In The Pockets of a Common Man table
1-20 Loose small change 1d10 coppers, 1in6 chance of d4 silver
21-50 Purse 1d10 copper, 1d6 silver 1in6 chance of d3 gold
61-65 Trinket
66-70 Tool
71-89 Snack
90-95 Document
96-100 Something weird

D100 Trinkets

01-05 Lucky charm
06-08 Mummified animal foot
09-13 Hair of a loved one, possibly missing or deceased
14-20 Small holy symbol
21-25 Medal depicting saint or holy person
26-28 Love charm
29-31 Idol of kin
31-33 Idol of ancestor
34-40 Idol of god
41 Monster finger
42 Fake saint body part
43 Tiny (under palm size) erotic artwork
44-45 Holy water
56-50 Fake potion
51-53 Fertility charm
54 Herbal Pills
55-57 Bracelet
58 Cult Medallion
59-60 Brass ring
61 Dried Placenta
62 Ointment
63-65 Child's Doll
66-67 Bundle of tiny animal bones
68-70 Birth control herbs
71 Sheepgut condoms in tin
72-73 Cup and ball
74-75 Ball, wooden or seed filled leather
76-80 Dice
81 Cheap battered cards
82-85 Knuckle bones set
86 Game piece like a chess set
87 Shamanic small sealed bundle of strange things for luck
88-90 Runestone
91-92 Old coin on a string
93 Doll filled with thorns or bone needles
95 A single playing card
96 Finger trap toy
97 Tiny wooden box with secret trick to open
98 Miniature painting of loved one
99 Miniature painting of holy place
00 Miniature painting of holy person or god

D100 Tools
01-10 Knife
11-20 Spoon
21 Hat
22 First aid clean rags, bone needle and thread
23 Bag of charcoal
34 Ceramic jar with live charcoal
35 Bag of sawdust
36 Handful of candle stubs
37 Candles 1d6
38 Tiny oil hand lamp
39 Gourd
40 Whistle
41 Pipe with common smokeless herbs
42 Pipe with uncommon smoking mushrooms or resin
43 Pipe with illegal addictive resin
44 Comb
45 Nutcracker
46 Needle and thread
47 Ball of wool and knotting needles
48 Fish hook and line
49 Ball of twine
50 Castration tool
51 Hoof cleaning tool
52 Small hammer
53 Thieves tools
54 Spool of wire
55 Small leather bag
56 Small sack
57 Folded wine skin
58 Bottle of oil
59 Gloves or mittens
60 Feathers
61 Beans
62 Seeds or grain
63 Bulbs of some plant
64 Scissors
65 Wool shears
66 Pruning knife
67 Cleaver
68 Awl
69 Bag of nails
70 Chisel
71 Baling hook
72 Scraper for leather work
73 Quill and ink bottle
74 Hand mirror of polished metal
75 Sharpened coin
76 Bundle of blood covered rags
77 Bundle of snot covered rags
78 Dung
79 Rags with food crumbs and stains
80 Grease covered rag
81-85 Cup
86 Pot of grease
88 Toasting Fork
89 Small tin pot
90 Small clay jar
91 Shaving razor
92 Bar of soap
83 Jar of animal musk
84 Jar or dye pigment
85 Iron spikes in a bag 1d6
86 Mouse trap
87 Tiny sickle
88 Small strainer
89 Stamp tool and tiny hammer
90 Pan pipes
91 Flute
92 Brush
93 Tiny saw
94 Crude hand drill
95 Ball of leather cord
96 Small file
97-100 Tinderbox

D100 Snacks
01-10 Slice of bread
11-13 Bread Roll
14-15 Bag of grain like oats, crushed wheat, flower
16-20 Pie, pastie or dumpling
21 Sweet bun or cake
22 Candy or honey
23 Jar of curds
24 Jar of mustard
25 Jar of vinegar
26-30 Piece of cheese
31-35 Sausage
36-37 Hog foot
38 Pig ear
39-40 Sauerkraut in jar
41 Spices or herbs
42-44 Onion
45-46 Garlic
47 Big white grubs in a bag
48-50 Biscuit - dried gruel ration
51-55 Chunk of meat
56-59 Tiny birds on skewer
60-63 Rat on a stick
64-65 Fruit
66 Drinkable possibly medicinal herbs
67-70 Cooked fish
71 Raw fish
72 Nob of butter
73-75 Pickled fish
76 Shellfish - muscle, crab, clam, cockles
77 Jellied eel
78-80 Nuts
81-85 Pickle vegetables
86-87 Small pot of beer
89 Small bottle of wine
90 Small pot of spirits
91 Raw eggs
92 Pickled eggs
93-94 Boiled eggs
95-98 Turnip
100 Berries

1d10 Food condition
1 best fresh possible, still warm
2-5 edible, 50% possibly partly consumed
5-6 past prime still edible, 50% possibly partly consumed
7-9 questionable quality CON save or feel ill, possible wormy or rat eaten
10 horrible and rotten, inedible to all but most desperate, poison CON save

1d10 Documents 
1 Pamphlet advocating political change
2 Pamphlet advocating moral change
3 Pamphlet advocating banning something
4 Wanted poster
5 Job poster
6 Print of local ruler in patriotic pose
7 Erotic print8 Print depicting torture
9 Love letter
10 Pamphlet detailing scandalous tale of murder
11 Voucher for discount in brothel
12 Voucher for discount drink in tavern
13 Ticket for gambling in criminal number racket
14 Tickets to music hall
15 Tickets for stage coach
16 Recipe for food
17 Recipe for potion (false) love potion most common
18 Recipe for potion (real)
19 Recipe for poison
20 Reward for humanoid heads or scalps
21 Shopping list
22 Prayer for a god to aid some common problem
23 Note with part of criminal plan
24 Note from enemy spies
25 Note with blackmail note
26 Ransom note for goods or person
27 Instructions for a servant
28 Price list of goods
29 Blueprints for trap
30 Plan for a house
31 Note with location of secret door
32 Cache map of commoner
32 Fake fanciful treasure map
32 Treasure map leads to killer dungeon issued by monsters
33 Treasure map
34 Old dungeon map
35 Human skin tattooed treasure map of pirate
36 Tiny tablet with religious devotions
37 Clay seal
38 Receipt for goods or services
39 Invoice for goods or services
40 Tax paid notice
41 Bank note for 1d6x10 silver
42 Land lease deed for tiny strip of farm land for  a year
43 Warrant to search house
44 Warrant for arrest of some person
45 Note of protection from a gang
46 Mine deed
47 Rental agreement for hovel
48 Wedding contract
49 Ownership for a waggon load of grain or turnips
50 Deed of horse ownership in stable
51 Deed for 1d6 sheep or goats but owe for storage fee
52 Title for space in a bank deposit box
53 Deed for a burial plot and pre paid commoner funeral
54 Love poem
54 Funeral poem
55 Fragment of heroic poem
56 Student practise exercises
57 Original and translation of ancient poem
58 Lists of animals, minerals or plants
59 Drawing or dissected monster
60 Blank sheet
61 Blank sheet but actually written in invisible ink
62 Strange unreadable code
63 Mathematical calculations
64 Record of religious tithes
65 Soul contract with demon signatures
66 Written in non human language
67 Lineage and family tree
68 Map of local town village or city block
69 Map of rural area with unknown village marked
70 List of stolen goods
71 Order for recruiting hired labourers
72 Purchase order for 4 tons of bricks
73 Gongfarmer rights to claim all human waste in section of city sewer
74 Used as toilet paper
75 Slave owner bill of purchase
76 Offencive caricature of important person
77 Nagging note from wife to husband
78 Letter informing that a relative has died
79 Death or birth certificate
80 Draft notice from city militia
81 Prison pardon
82 Description of magic item
83 Drawing portrait of person
84 Drawing or print of landscape
85 Artistic nude drawing or print
86 Garbage collector contract for city lane
87 Letter requesting specifi
88 Adoption papers
89 Old assassin contract in code
90 Bounty hunter contract
91 Thieves guild membership
92 Letter identifying person as city watch informant
93 Secret police identity papers
94 Blueprints for architectural ornament
95 Drawing or print of a monster
96 Drawing or print of awesome hero killing monster
97 Pension guaranteeing person as recipient of a copper and a turnip every day for life
98 Print of tormented soul in hell
99 Letter from priest talking of fate of long ago adopted child
100 Letter from priest requesting money for ancestors in afterlife

D100 Weird things table

1 Dead rat
2 Shrunken head
3 Eyeball
4 Tiny bottle of weak poison
5 Aggressive zombie hand
6 Frog or toad
7 Carrier Pigeon with note
8 Stone or clay phallus
9 Dead pigeon
10 Dead Seagull
11 Huge ticks
12 Huge snail
13 Fleas 
14 Crab
15 Pot of leeches
16 False wooden teeth
17 Flammable oil bottle with fuse
18 Bag with small amount of gunpowder
19 Tiny venomous snake
20 Cockroaches
21 Kitten
24 Puppy
25 Knuckle duster
25 Lizard 
26 Rat
27 Piece of ice
28 Jewel carved with strange symbol worth 100 gold
29 Fragment of a golem (3d100 total parts)
30 Wolves bane
31Silver knife
32 Wooden stake and hammer
33 Silver knuckle duster
34 Blob of coloured jelly actually a monster egg
35 Tiny baby monster that looks adorable at this phase in life cycle
36 Green Slime
37 Infected demon slime CON save or disease
38 As above but also includes maggots with flies or plague demonling
39 Dangerous arcane parasite or worms
40 Disguise kit face prosthesis
41 Puppet or marionette 
42 Exotic monster dung
43 Poisoned needle, knife or dart
44 Strange "power cell" that fell from stars
45 Wig
46 Cult ritual mask
47 Shuriken 1d6
48 Ring with magic light gem with shutters as good as lamp
48 A magic candle or oil lamp that lights on off at command
49 Frozen chunk of troll meat slowly thawing out
49 Carries a piece of bone with evil spirit that possess owner 
50 Carries a bottle with a trapped spirit inside
51 Pipe with 1d10 doses of magical vision resin (1in6 nightmares)
52 Pipe with one dose of magic resin, smoke to learn one use 1st level spell in memory or pipe with 1d10 doses of see invisible resin or pipe with 1d50 doses of herb that you can control colour and shape of smoke lasts 10 minutes
53 Tin of Dwarf food
54 Elf long life bread
55 Cured human flesh looks like yummy pork
55 Spiked cestus
56 Blowpipe and paralysis poison needles
57 Piece of magic bone, weilder hears threatening evil voices all the time
58 Scented body oil
59 Tin of inhaled exotic spices and narcotics
60 Wig
61 Fake eye
62 Magic bean
63 Dead fairie
64 Dragon or monster scale
65 Tiny palm size 1d4 flintlock pistol
66 Divining rod
67 Playing cards
68 Divination cards, runes, a pendulum, d20
69 Crystal sphere lights on command
70 Teeny monkey
71 Container of ever hot coal
72 Charm gives +2 CON save vs poison
73 Sea monkey eggs in lurid printed envelope
74 Toy soldiers
75 Royal jelly
76 Monster tooth scrimshaw
77 Rune carved antler of old clan 
78 Magic flint always sparks, never blunts
79 Exotic bottle of royal grog
80 Elven fine wine (non alcoholic)
81 Dwarf extra heavy stout
82 Fancy pewter beer stein 
83 Awarded medal for hard work or some sport or competition winner
84 Jar with monster baby
85 Human organ in a jar or bag
86 Trepanning tool and bandages
87 Unicorn dung heals 1d4 to touch
88 Doll copy of owner
89 Sealed orders from spy's, a gang, a cult or other trouble makers 
90 Mutant identity patch city forces mutants to wear
91 Red stone that makes all who see it fight for it if fail WIS save
92 Tablet used to summon monster
93 Cult sacrificial knife
94 Beast mask
95 Invitation to elite ball or dinner
96 Fancy Key 
97 VD medicinal ointment and note with instructions
98 Enema kit in box
99 Hot water bottles
100 Healing herbs add +1 to first aid or healing 1d10 doses

I could do a version of all this for upmarket freaks in city

Curses! d1000 curses

0
0

Caster of a curse can roll using extra rolls from WIS bous in my game to select better outcome  for god or to help punishment fit the crime. Zak S did this helpful table dndwithpornstars.blogspot.com.au/2013/08/how-do-i-break-this-curse-d100.html?zx=ecb8717577158a93

Please let me know if anything duplicated, confusing or needs a rewrite
Ill note updates at bottom but Ive made about 12% revision  since first posted

Saves vs Madness are DM decided but when they push curse to point where player wailing then character gets a WIS save and develops a mental illness over the anguish. More gothic lit madness than real madness. Could offer alignment shift.

Note: Zak S on g+ Mentioned some ppl would be displeased that some of these things possibly are problems to be described as curses. I did consider this - i could probably get same flack for all the disabilities and deformities here really for just the same reason - i even have vegetarians and racism here as curses. Such problems are worth noting. Its a curse because it is inflicted contrary to characters normal wishes. If you like it in the first place it isn't a curse. Taken to extreme many of these "curses" would be problem mostly from society in all its big dumb prejudiced mob glory. Race and assigning points for disabilities has always had problems in RPG games. When I refer to curse it is part of an ancient ugly mindset of the past and for the matter I would have a few curses by this table. Orlando one of best fantasy hero/heroines ever. Apparently a gender change belt has been around for years in DnD and is considered cursed. I would have thought they would sell well. I think

I probably missed the point here a bit and will continue to clarify this table more. Please continue finding my flaws here - is much harder than writing 10xd100 tables...

d1000 Curses!
Curses can include compulsive behavior, enemies, perceptions from others and society, increased hazards or risks, penalties on attributes, increased bad luck, allergies, deformities, mental illnesses, and medical problems. Suffering and facing consequences of curse makes a hero more human and more heroic.

1 Change alignment
2 Impotent, cannot enjoy sex
3 Change gender
4 Change sexual preference
5 Transvestism compulsion that starts small and grows more flamboyant
6 Change to Hermaphrodite or change gender randomly constantly
7 Constantly accused of espionage
8 Sterilised
9 Only Female offspring (or male for Amazons)
10 Malformed offspring
11 Bizarre tragedy kills offspring – Wis or struck by madness
12 You kill your own children – Wis or struck by madness
13 Children taken by monsters – Wis or struck by madness
14 Attracts Monsters – increased encounters
15 Overlook Danger – harder to find traps or ambush
16 Lose any game of chance
17 Cannot sleep –2 all rolls, -2 till sleep
18 Always sickly and weak –2 all rolls, kind of disgusting, -2 Cha
19 Cannot eat, mostly throws up –2 all rolls, Weak -2Con
20 Cannot stop eating constantly and carrying snacks, often not alert and will start fires, cook etc if left alone
21 Fumble – any natural 1 roll has worst possible outcome
22 Lose Any Business Venture
23 Cannot start a fire, hard to keep one going
24 Food all tastes bland
25 Blind one eye -1 hit, spot
26 Animals hate you
27 Monsters hate you
27 People you meet hate you
28 Black thumb – you cannot grow food, plant creatures hate you
28 You cannot find food for yourself in wild ever
29 Other worldly beings glimpse you and send minions to keep you down
30 Loved ones and friends all look undead to cursed 
31 Weapons break on any natural 1 roll
32 Knot helpful – Ropes nap, knots come undone, stuff falls off lots
32 Animals all grow sick near you
33 Fires start when your around
34 Battle confusion1in6 chance during one of first d4 rounds. Hit friend instead.
35 Re roll any athletic rolls you succeed in
36 Bad Crossings - any chasm, river, or natural obstacle crossing needs one extra roll
37 Bad Crossings - any cross road gets gets extra encounter roll
38 Imp torture –Imp follows you causing misfortune and tragedy while invisible
39 Lycanthropes hate You
40 Undead hate you
41 Sea Monsters hate you
42 Demons/ Modrons/ Slaadi or aa specific alignment planar type being hates you
43 Buildings Hate You – roofs need fixing, beds and chairs and balconies break, masonry falls
44 Rake addicted to vice including, sex, drug addiction, alcoholic, prone to lewdness and running with crazy gangs of like minded often privileged hooligans
45 Dreams under attack by sexual demons – Wis or struck by madness
46 Ghosts of those you slay whisper constantly – Wis or struck by madness
47 Weapon blunt and rusty -1 damage and to hit after you’ve touched them
48 Foul smell – creatures smell you coming, -4 Cha
49 Delicious smell – you smell yummy, everyone wants a bit
50 Parasitic infestation – worm, fleas, protozoa, fungi makes you hideous –4Cha
51 Must be the leader! You know best – ignore advice or even your own better judgement -2Cha
52 Obsessed with riding animals, must have best, always talk about livestock and ask every beast owner how animal performs
53 Desperately try to mate as often a possible, increasingly desperate and weird
54 Weeping wound -1d4HP different each day open smelly wound leaking gross stuff, -1 Cha
55 Lame -3 Move
56 Always lose initiative as if a zombie
57 Hair constantly growing – 1d6 inches per hour
58 Animals love you – people accuse you of theft, swarms of hungry beast follow you
59 Monsters love you (Dryads, selkies or hideous undead or worse)
60 Demons/ Modrons/ Slaadi or other otherworldy being love you too much
61 Rune Marked – gods brand of shame on your face, lets all know you are scorned
62 1d4 Demons arrive every midnight to beat you 1d6HP if you just let them – can attack in dreams
63 1d4 Modrons come every dawn to make you say prayers or beat you – can attack dreams
64 Any meat you try to eat becomes animated and crawls around like slugs
65 Any plant matter you try and eat turns rotten
66 You always get sexual diseases and spread it to every lover
67 Possessed – an hour a night you get up to no good and don’t remember
68 Possessed – in battle become berserk +2 Hit and damage, cant tell friend from foe
69 Lycanthrope infects you, starts as bad dreams
68 Horrible crimes and accidents keep happening near you by coincidence
69 Mistaken ID – always getting accused of being somebody else – constant trouble
70 -4 If ever attacking curse maker or his same type
71 Attacked when in privy chamber a bit too often can it please stop now
72 Only eat exotic expensive food stuff – always difficult or amoral to obtain
73 Treachery – a henchman turn on you, then another, etc
74 Nobody may teach or train you because they are not worthy too
75 The public will hear a horrible possibly untrue stories about the adventurer ruining their reputation
76 True Love – will be found and lost - Wis or struck by madness
77 Love Is Blind – embracing love object like goat, elderly prostitute, virgin priestess
78 Lovers always betray you – could even be false evidence planted by imps to ruin loves
79 Love will destroy all – inappropriate love object involved in dispute – slaughter ensues
80 Nobody loves me – constantly moan about lack of love annoying everybody -2Cha
81 Boats always leak when you are in them
82 Stylus and pen always leak and break ruining your penmanship, making your writing worthless
83 Cannot read or write
84 Cannot Speak
85 Deaf
86 Diseased – if cured get a new one
87 Your feces turn into gremlins at night 1d3 per day
88 Lose control of your bladder when talking to opposite sex
89 Uncontrollable diarrhoea and vomiting when meeting new people -4 Cha
90 Constipated, after 4 days -1 all actions, 7 days Con save or die if not treated by healer
91 Tiny faces  grows on your body 1d4 – you hear them abusing you and recommending awful things constantly
92 Devolution +1Str -1 Int – look increasingly sub human
93 Albino and hates light -2 to fight in sunlight
94 Pollute water – you contaminate local water supplies at touch
95 Forgetful – Extra Int roll to remember important facts or mind goes cloudy
96 Untouchable – everyone repulsed and keeps away -4 Cha
97 Holy or unholy water burns you like acid
98 Holy symbols repulse you if wielded by believer
99 Enemy clan start to eliminate your family and hunt you
100 High Lord of land hates you and uses your friends and kin to harm you first
101 Split into two opposite alignment selves who battle to survive and be true person
102 You and companions taken by fate to a lost world 
103 Entrapped with companions in haunted hell house cant escape till cursed killed or curse broken
104 You and peers drawn into pocket dimensional hell or abyss filled with horrors  
105 Children attack you on sight
106 Birds attack you in swarms daily
107 Rats attack you in swarms daily
108 Cursed unlucky omens surround you, most folk and humanoids shun you in fear
109 A god thinks you are arrogant and will spare you if pass a test your skill and if you humbly apologise
110 A demon believes you are a worthy trophy and will aid you and make you dependent on it's power
111 A modron wishes to judge your role in the cosmos, it observes you for a few days then decrees if you serve law (follow you about offering advice) or chaos (enemy to cosmic law and modron kind) more
112 A supernatural dream lover is a dryad or dragon or ghost of elf and produces a hybrid child with otherworldly kin and conflict 
113 A devil thinks you a good sort and sends an imp to advise you in business and ethics
114 A ghost baby attaches itself to you, crying, weeping and haunting you and your fellow inhabitants with illusions and nightmares
115 An angel visits you at night to evaluate your conduct punishing you with a blazing rod for transgressions1d6 per night damage but will leave you alone if near death and will not kill you
116 A deva showers you in sweets and flowers when you do good deeds in public, cults form and fight over your every word to the death
117 A deva showers you in sweets and flowers when you do good deeds in public, your popularity soars but church and state out to get you for heresy
118 Giant spiders creep from dark dank hidden places to menace you every night 
119 Alchemists want at any cost to use you in a experiment to create perfect human, they fuse you with chosen of opposite gender making you a 2 headed hermaphrodite
120 Flesh around skeleton and organs replaced by maggots or earthworms or snakes - Wis save or madness
121 Ancestors totem beast  restores some bestial features to your bloodline
122 Ancestors send visions of suffering in underworld, need cash to be sacrificed to save them! help!!!
123 Bury all your treasure so awaits you in afterlife, use traps and curses and mazes to defend if can afford it
124 Sacrifice all your treasure for the gods cheerfully
125 Spirits take you to underworld, alignment shift and altered behaviour
126 A god or demon sets you on a murder spree striking your loved ones first
127 Fall in love with dangerous or inaccessible person, possibly married already or sworn to chastity with powerful family and followers to stop your advances
128 Fall in love with dangerous magical, supernatural or divine being who believes you common, unworthy and beneath them
129 Flies swarm all over your food you must race them to get anything
130 You believe the lice on your body are a tiny civilisation and you are their god, you tell people about this often
131Your livestock, pets and mounts turn evil and look sinister
132 Your clothes animate, dramatically when talking, scaring people with your magic power
133 Only eat insects
134 Only eat worms or grubs
135 Quadrupeds like to kick or bite you if close, some like to spit on you or eat your stuff
136 Wear nothing but sack and ashes
137 Offencive and prejudiced towards outsiders of own clan or tribe, spends time pointing out lesser peoples imaginary and fanciful flaws, badmouth anyone anytime 
138 Wake up with slaver brands in house of influential master who declares you criminal if you escape
139 Only eat grass and bark
140 Constantly writing everything down in big journal every tedious detail, mostly badly written, if illiterate then just crazy squiggles you claim to be writing
141 Cant stand thought of animal cruelty, keep releasing imprisoned farm animals to wilderness
142 Crazy urge to cross breed monsters results in wasting your time and money and upsetting lynch mobs
143 Cry out for punishment of accursed, mutants, and anyone different at hands of rough mob justice
144 Try to start orgies whenever possible as if life a nonstop penthouse forum for playboys
145 Zealous puritanical streak, wear black and white simple clothing, berate sinners and preach strict values to masses no matter how unpopular, seek out a sect strict as you or start one
146 Enjoy beating people including other peoples children and servants preferably with a stick every day
147 All you want to do is settle down and live a ordinary life, pay your mortgage and have children with a normal job. Adventure and wealth are not for you. That just attracts trouble
148 Only one type of seasonal food like a nut, fruit or vegetable or leaf can feed you
149 Mad hoarder, buy property to horde your stuff, live like pauper and surround self with trash and crap you find but wont sell. Always willing to take share of loot in dungeon crap.
150 Obsessed with mating habits of others and monsters and feel need to tell everybody they are doing it wrong
151 Will not do anything without astrology reading or divination by some roadside hustler
152 Obsessed with phrenology and likes to measure heads and explain why scientifically uglier people more poor and stupid and amoral, like to collect cruel specimens that prove your theories
153 Convinced you are a powerful master of mesmerism and try to control others minds with your uncanny but imagined powers
153 Violently opposed to dancing, will do anything to stop inappropriate happy music and bodily movements, not invited to parties 
154 Madly anti drinking and vice will preach in public and worst places to convince criminal classes of errors, will ruin parties and try to destroy demon drink and brothels
155 Imagined spirits possessing people explains all problems, so kidnapping and amateur and potentially deadly exorcisms in order, victim needs a Con save to survive
156 Wizards need to be crucified then burned if they dont renounce their evil
157 Sorcerers are the root of all vice, drugs and immoral pleasure, need to be beheaded and burned
158 Priests are all deceivers and devil worshippers, try to convince everyone that gods are just big demons
159 Bards are spreaders of terrible music, inappropriate sex and violence and must be silenced, burn their instruments, writings and tar and feather them before they corrupt youth
160 Monks are evil fiends who kidnap, scrawl prayers to demons and can kill with a touch, somebody ought to wake people up to the problem and that person is you
161 Druids are horrible pagans that talk to beast and monsters and slow progress of human kind. Wherever druids roam, civilisation is stunted. They also practise human sacrifice and hoard gold, its time to hunt these fiends down and take their ill gotten gold
162 Warriors are mercenary blood suckers and bandits holding all to ransom. There will never be peace with them in charge and you have been inspired to save everyone from so called military aristocrats and their thug minions
163 Paladins are evil fiends killing children and worshipping demons in secret, the church has been duped and its up to ordinary people to stop them with arson and lynching, the king can still be  convinced to stamp them out and seize their land
164 Rangers are shifty spies serving foreign and inhuman masters, they serve the lords of nature waging a never ending war on progress and civilised people. They must be stopped before its too late
165 Rogues are the source of all societies problems, they are just thieves and crooks and killers with delusions of being gentlemen. They control vice so therefore stopping them would stop vice. If you could stamp them out everyone would be safer
166 Time for a witch hunt! Uppity women are in league with evil and must be stopped. Any that have cats, look ugly, live alone or complain are evil witches and must be stopped.
167 Warlocks are up to no good and have infected menfolk with devilry and evil, time to incite the mob to stop these wicked men once and for all. They tend to own everything, have positions of power and treat others as beneath them, time to turn their cruelty back on them
168 Poor people are diseased, criminals and a breeding ground for evil who must be purged, sterilised and euthanased 
169 Become obsessed with evil of another race, after a week you turn into one
170 Cannot be trusted near a drop or window, must resist urge to jump from heights, Wis save
171 If able to hold anything sharp must roll Wis save daily or cut self for 1d3 hp
172 You try to change your class if possible or just do best to act like a new class
173 Your eyesight stops you reading without glasses
174 You become a left handed if right currently and the reverse case also
175 Will not talk to or acknowledge lesser beings not of at least noble status
176 Fanatic masturbation fan
177 Collect depraved erotic and forbidden art, decor, furniture and books
178 Collect ideological pamphlets and political cartoons, considered treason and blasphemy
179 Secret police everywhere intrigued by you and your success
180 An Imp plants forged documents about you wherever you go
181 Lawmen think you look like your up to no good
182 Criminals and gangs always see you as a rival force to be dealt with
183 Popular bards spread lampoons about your cruelty and intolerance
184 Popular bards spread lampoons about your bizarre sex scandals
185 Popular bards spread lampoons about your bloodthirsty murder and robbing
186 Popular bards spread lampoons about your grave robbing of the ancients
187 Popular bards spread lampoons about your mean spirited selfishness and miserliness
188 Popular bards spread lampoons about your ancestry or just make stuff up
189 Popular bards spread lampoons about your stupidity, gullibility and ineptness 
190 Popular bards spread lampoons about your personal apearance
191 Teenagers hero worship you, want to do anything for you, parents hate you 
192 Children try to follow and copy you and grow up to be just like you
193 Collectors and keepsakes of you fetch such high prices that the collectable guild has put a price on your head to raise your merchandise worth. Idols, jewelery, rugs, fabric the works.
194 Statuettes and jewelry with your likeness appear in markets, friends call you a sell out, strangers call you a wanna be.When you change your look it becomes the next season look. Everyone but you makes money from your look.
195 Unstable fans follow you about and you become associated with their crazy actions
196 Criticize everyone's fighting style, schools, martial style, weapon choices as often as possible
197 Criticize everyone's clothing, personal style, haircut and grooming choices as often as possible
198 Never polite or humble before betters or acknowledge equity in anyone
199 Fight to the death is your true desire
200 Never surrender or back down or retreat from conflict
201 Containers break
202 Armour rusts loses one AC/month
203 Clothes keep falling off daily
204 Thieves love you
205 5% of your wealth diminishes every day
206 Bandits Love You
207 Awful suitors flock to you
208 Children cry within 20 feet – nanny's and moms hate you
209 Milk dries up within 20 feet – midwives and dairy farmers hate you
210 Termites love you and your property
211 A single bizarre magic being torments you every full moon
212 Your own kind and friends die around you due to ill fortune
213 Mysterious rotting flesh illness -4 Cha, everyone fears contagion, mobs want to burn you
214 Compelled to hunt a dangerous species of creature like giant. dragon or gorgon
215 Cannot stay in same bed twice
216 Compelled to exterminate a species
217 Doom Omen – all fortune tellers indicate to mob you are the great problem
218 Constantly hallucinate false encounters and lose friends trust
219 Bleeding constantly attracts animals, monsters and trackers
220 Runic Penance – magical face mark, tattoo or brand all who can see you and read see what crime you are accused of
221 You grow a hideous hump, people mock you, children are scared, -4 Cha
222 Giant Nose, people mock you, children are scared, -2 Cha
223 Scarified all over -2 Cha
224 Plant or fungal matter growing on you - 4 Cha
225 Elves love you and want you to stay in their menagerie, I mean great elf feasting hall with free gold
225 A common race hate you on sight as if some racial crime was perpetrated by you
226 Bugs and creepy crawlies love you and live on you
227 Bugs and creepy crawlies hate you, swarms attack daily
228 Horror flatulence makes -4 sneak and etiquette, -2 Cha
229 Irrational fear of outdoors, everything out to get you, can’t stand the sky or open areas -2 outdoors everything
230 Irrational fear of indoors, can’t stand the ceiling or being enclosed -2 everything indoors, walls are closing in
231 Paranoid delusions, sees evidence everyone all in on plot against you
232 Freakish Hair – changes to whatever you don’t want - outrageous beards, weird colours, bald, tangled, spider ridden
233 Horrible digestive emissions – you stink up the place, ruin toilets and everyone hates you
234 Ancestor spirits nag you incessantly about your deeds – Wis or struck by madness
235 Gaze of the frog god – you cannot jump
236 Gaze of the Fish Lord – you always sink and cannot swim
237 Gaze of the cat god – you find nighttime as bad as pitch black, your eyes never adjust you need light to see at night
238 Short sighted – don’t see anything in distance
239 Beggars love you – they hear your eccentrically rich and might give them a gold mansion if they beg enough
240 Tax man cometh – revenue follow you everywhere dreaming up fees and licenses for the lords of the land
241 Monsters sometimes are in your bed
242 All the suitors that like you are really monsters – nobody believes you
243 Gambling Bug! – you spend all your money and carouse constantly out of control
244 Alcohol makes you ill and stupid (more so)
245 Compulsive smoker – constantly using pipe and smoking at all times – must smoke something constantly or goes into coma
246 Wolves love you and follow your trails
247 Snakes Hate You
248 Evil Familiar – an Imp appears and declares your souls is his but in the meantime he will serve you and advise you
249 Pregnant with horrible monster – it doesn’t care if you’re a dude
250 Vinegar thumb – all wine and beer go off within 20ft – villagers hate you
251 Mildew – foodstuff within 20 F get spores from you – commoners hate you
252 Shoe Trouble – boots and footwear come apart daily needing lots of spares or a cobbler on hand
253 Horses lose shoes – any horse you ride on or in a waggon drawn by one make Dex check every round
254 Doldrums – Sailing ships won’t move with you aboard
255 Barge Arse – world acts as if your weigh quadruple, bothering horses, sinking boats, breaking floors
256 Rain Rain! – Constantly drizzles whenever you are near, seems impossible to get dry
257 Duelists Mark – everyone thinks you’re the guy to fight with to prove something
258 Horrible crime evidence in your bed often
259 Dead rotten animal appears in bed every night
260 Your true love is turned into an animal
261 Someone just like you came and killed some locals – perhaps the mob will solve this problem
262 Constantly mistaken for criminal – you look like trouble
263 Dungeon hates you – masonry falls on you, stairs collapse, doors jam
264 Your pets go mad and need to be killed – Wis or struck by madness
264 Bad back, carry only half
265 Succubi/Incubi steals your essence and creates a monster child to be your nemesis – grow fast
266 Witches Hate You and curse you again and again till this one removed
267 God Loves You, really loves you, mortal lovers don’t last long, scorning them gets you killed too
268 Flies love you and probably frogs too
269 You cannot sing, carouse, dance or any form of entertainment or sport or game -4
270 An evil clone is born to hunt and kill you
271 Assassins keep thinking you’re their target
272 The stars are wrong! – you always get lost if alone and even confuse other navigators by -4
273 An undead arises and seeks you every night
274 A bored god uses you for target practice, near misses upset locals
275 Gods bet on humans using you to test their moral quandary – horrible bizarre coincidences haunt you – Wis or struck by madness
276 Spirits hate you – anywhere you stay seems haunted as local spirits want you gone
277 Possession attempts by spirits and ghosts think you are a great medium
278 Screaming fits – break into screaming yells if fail Wis in stress situation
279 Leave Trail – cannot help but leave obvious trail outdoors
280 Bleeder - take 1d4 rounds bleeding for 1pt every first wound per battle
281 Brittle Bones at 25% damage -1 all rolls, 50% damage -2 all rolls, -75% -3 all rolls
282 A cult decide you are the enemy and devote themselves to your public destruction
283 Attacked in the dream lands, slowly lose 1hp/day
284 Obsessed with cursed Artifact, well known a disaster waiting to happen, but you don’t care
285 Foaming at the mouth – everyone thinks you are horrible and mad – Wis or struck by madness
286 Other worldly beings try to trick you through gates
287 Other worldly being tempts you whenever you’re in peril, want you to release them into this world
288 A ancestor tries to slay you to free them from own curse
289 Someone else has curse to hunt and kill you
290 Monsters always hear you coming and are prepared.
291 False Turn - confused and misdirected in dungeon during fight or chase
292 Dungeon re-stocks faster, may even meet the new shift on way in
293 Cowards Name – everyone has heard you are a shameful base coward who leaves friends to die
294 Liar Liar! – people don’t believe any of your stories, friends stories mentioning you sound bad, merchants fear you are a con man or robber
295 Death Dealer – Death follows you in battle and waits for you to fall into negative HP
296 Offend Everybody – People misinterpret your words and explode into violence
297 Dungeon Leaders mark you for death – if they kill you the hunamz will go!
298 Underworld God blesses you for killing so many, humanoids you kill come back as un controlled zombies
299 All metal you touch becomes tarnished and dull
300 Alcohol is poison to you
301 You drip water constantly driving you crazy – Wis or struck by madness
302 Unborn babies go blind within 10ft
303 Birds shit on you constantly -1d4 Cha just before any interaction rolls
304 Wheels break when you come near
305 Plants die under your feet
306 Dreams of underworld horrors – Wis or struck by madness
307 Potions turn to poisons in your mouth
308 Your treasury is infected by gold bugs who eat your coins 1-10% missing each inspection
309 Wanted poster with your name appear across the trade roads
310 Horrible prostitutes greet you at every turn
311 Rot grubs keep coming after you
312 Son of Kyuss grubs keep coming after you
313 Slimes and Jellies and Oozes love you and come out of drains to find you
314 Shrink gender characteristics – just make your parts embarrassingly small and weird and earn you laughter
315 An Imp or goblin or gremlins taunts you with horrible dilemmas – which baby will you save? Think the joker and batman
316 Mental hospital come looking for you and offer emergency trepanning’s – convince the state you are dangerous
317 Your acidic blood doesn’t hurt you but your armour loses 1AC every battle you are hurt
318 A deed seeking to give you an inheritance – really enemies of your house trying to kill you
319 Gremlins bug you often, blunting your tools, wrecking your equipment and other pranks
320 Your passage disturbs evils of the elder times who comes for your doom
321 Blood taint – have inhuman bloodline – enough to get you into trouble and be detected by certain spells and beings
322 Blood Gods Gaze – Impressed by your slaughter, you are given a cursed blood drinking blade (addictive) with an evil intellect or made a berserk
323 Cannot remove your hat – mysteriously situations arise constantly demanding you take it off – threats of decapitation and hilarity ensue
324 A magic item develops an appalling personality or other item like a frying pan might start up. Always find way back to you if you lose.
326 Enemies are compelled to attack anywhere you make camp or rest.
327 A parent or loved one comes and abuses you, possibly just a doppelganger.
328 A parent or loved ones ghost comes and abuse your dreams – Wis or struck by madness,
329 Kobolds follow you wherever you go, serving some god they devote their tribe to killing you
330 Knights have heard of your prowess and demand to battle you
331 A gremlin is inside you! – You see him under your kin swimming about causing trouble
332 Garrote curse – your neck is constantly assailed be enemies, traps, unlucky accidents, vines
333 You always drop what you are holding when surprised
334 you must make morale rolls like an NPC
335 At night an imp or gremlin comes to feed off your familiar blood nipple you have developed under your arm pit or other place
336 Lonely ghosts and spirits bug you out of boredom and for something to do
337 Whatever object you quest for tries to escape – ie jumps in river or teleports
338 Others get glimpse of you as a vampire from time to time
339 An evil villain of great fame announces you a his new champion
340 Cannot hit in unarmed combat, totally inept fighting style, bullied by wizards -4
341 Cannot use missiles, cross eyed and clumsy -4 missiles
342 Cannot wear armor or erupt in boils 1pt damage per hour
342 Shield always sags – no bonus as if unskilled
343 Forget favourite weapon proficiency
344 Forget random spell every day if no spells then martial style or proficiency
345 Every noise you make is worst possible, your shoes squeak, gravel crunches, -4 sneak
346 Guard beast always detect you
347 Important tool breaks daily
348 mind Parasites -2 Int
348 Intellect devourer -4 Int, – Wis or struck by madness
349 Yaun Ti Bloodline curse – you have taint awakened and the cult seek to make you one of them
350 Dragons hate you
351 Giants Hate You
352 Moles hate you – they undermine you and make potholes that kill your horse
353 Followed by vultures – they look pleased every morning to see you
354 Instruments break on touch, others become out of tune in 10 foot
355 Voice of the frog god – croak horribly when talking -2Ch except to Bactrian’s +2
356 Touch of the frog god – your skin is gross and slimy and secretes mild hallucinogens when sad
357 Spawn of the frog god – every body of fresh water you find you vomit up a gallon of frog spawn
358 Forget Legs, urge to crawl like a snake waste down, increasingly develop scales
359 Bread within 20ft of you goes bad, bakers hate you
360 Meat within 20ft of you spoils, butchers hate you
361 Gremlin in your pack, eats stuff
362 Haunted by toilet lobsters who somehow find you again with their nippers
363 Haunted by evil serpent – eat your kids, pets, potions, stings your animals, ruins your life, keeps returning
364 Crazy wandering wizards take an interest in you making life hell
365 Followed by losers everywhere wants to be a follower, needy, easily replaced by next one
366 Spiders hate you
367 Lizards hate you
368 Healers hate you - 1pt less healing from all sources
369 Pursued by fathers seeking marriage deals for their spawn and seeking legal proceedings against hero
370 Any land or place you occupy is contested by someone – even to thugs in taverns wanting a chair
371 Evil relative finds you to make life hell, they are a monster or cultist or some kind of crazy villain
372 Fuel burns 10x faster when you are within 20ft
373 Dogs love your leg, they talk about how hot it is to other dogs
374 Every missile weapon ammo you fire is lost
375 Village Idiots love you and come from miles around to find you, even extra-dumb monsters like you
376 Giant vermin hate you
377 Dinosaur hate you – everyone says there extinct right! – how come they come after you?
378 Every night ghosts come to rattle chains moan and disturb your rest, Wis to resist and get proper rest
379 Ancestor from underworld need cash and sacrifices pronto or perhaps loan your body
380 Demon, devil or Deva wish to procreate with you – send heralds to announce good news!
381 Keep falling in, stepping on and getting pelted by shit in as many forms as possible
382 When you start a fire other worldly creature look through and cause chaos occasionally
383 Everyone you kill has your face appear before their kinfolk
384 Diseased flagellants believe your touch will heal them, zealots follow you everywhere try to touch you with their diseased bandaged limbs
385 Fish hate bait - you’ll never catch a fish, even cooked ones jump off plate to floor
386 Embrace of the frog god – at night you almost suffocate from dreams of the frog god
387 Kiss of the frog god – covered in hideous warts, -2 Cha – will spread to your lovers and everyone knows it
388 Demon kidnaps some child relatives and threatens you to do his bidding or else! The kids are in a magic cage on another plane
389 Dance of the frog god, you hop instead of walk now due to your new skeleton changes – looks very odd
390 Everyone you kiss finds you repulsive and wants to be sick after
391 A god toys with you sending pests when life gets too relaxed like stirges, bugs, wolves, etc
392 When you fall into negative hits you burst into fire, burning you and anyone touching you for 1d4 damage
393 The mushroom god invades your dreams with some bad ergot infected bread – Wis or struck by madness
394 you become a Cyclops -2Cha, everyone hates you
395 Orcus likes your skull, additional 20% undead attack every encounter, he wants for his collection
396 Demons follow you and threaten to castrate you
397 Whenever you come close to dying imps appear ready to take your soul
398 Maggots keep falling out of you at bad moments
399 You can only drink alcoholic drinks
400 Monsters keep hitting you in head +2 to be hit
401 Old friend or family member or lover now hates you, convinced you are a vile traitor
402 Cant stop moving walking pace at least while awake, keep thrashing in sleep or sleep walking
403 Lightning rod – beware in storms outdoors, best keep friends away
404 Plague carrier - anyone inside 20 feet for an hour gets plague that carrier immune too
405 Soft flesh +1 damage every wound taken
406 Legs useless without crutches and prosthetics, need to use one hand with stick to stand
407 Synesthesia – swap two senses randomly – Wis or struck by madness
408 Reverse digestive tract – Wis or struck by madness
409 Cannot drink water – juice, milk, blood, urine, alcohol OK
410 Find everything hilariously funny laughs loudly at wrong times
411 Must kill every day – Wis or struck by madness
412 New personality takes over in your sleep of different alignment every day
413 Self-mutilation, Cha slowly drops over time
414 Every dawn eyes, mouth or some body part magically sewn up for day
416 No butt hole – have days to live, need healer to operate every time you go to bathroom
417 Dream or prophet or omen announces your coming death and several signs it is near
418 Talk to Invisible friend or lover – embarrassing crazy
419 Invisible childhood friend is a real being who causes mischief
420 Gremlin climbs out your body each night to cause mischief in your sleep
421 Convinced you are undead
422 Convinced you are lycanthrope and prone to mouth foaming and attacking others
423 Doppelgangers causes you problems everywhere you go
424 Extra Head
425 Extra Leg
426 Extra fingers
427 Tail
428 Horrible stench of the grave, carrion Eaters attracted
429 Tentacle polyps grow on you
430 Fungal blooms slowly turn you into fungus
431 Slowly turn into a tree, green flesh, need not eat seems ok till you take root one morning
432 Unholy – You cant enter holy ground and holy symbols make you repulsed. Holy water harms you
433 Flammable - +1 Fire damage per dice, sparks and open flame may ignite you
434 Undead awaken and sense you in area
435 Old friends and loved ones forget you like you never existed
436 Quest compulsion – always questing can never rest
437 Lice on you occasionally grow into giant insect vermin over night
438 Groin Itches constantly, -1 fight and proficiencies and Dex saves
439 Arrow Magnet - +2 to be hit by missiles
439 Nose swells and leaks phlegm constantly -4 Cha
440 Everyone else looks dead or demonic or otherwise tainted but you
441 Monsters seem as harmless as farm animals
442 Gore Hound – Deathblows explode victims corpses giving you rep as horrifying monster
443 Nocturnal – cant face the sun -2 daylight
444 Afraid of the dark and shadows
445 Fairy fire – you always glow with magical sparkles, +2 to be hit
446 Become more bestial turning slowly into a mismatched beast body part mongrel man
447 At night a body part detaches and has its own adventures
448 Shrink a class smaller
449 Glow larger but no stronger +2 to be hit
450 Supernatural parasites drain you 1d4 HP a day or 1d4 Lv of spells if a caster
451 Grow Horns
452 Hideous finger nails 1d3 claw
453 Hideous teeth, 1d3 bite
454 Spell Parasites -1Lv spell effects cast on you or by you
455 Skeletal – slowly turn into an emaciated skeleton horror
456 Slough off Skin – your skin sheds, leaving you a horror of flesh and sinew, can wear old skin like clothes and may need to keep hide for cure to ever work
457 Half your Int, forgetful giggling moron
458 Cannot Lie
459 Cant stop reading unless fighting
460 Clothes always turn shabby and even fall off
461 Smoker, constantly smoking wizard weed, stopping to light pipe, coughing, making a stink, offending people, always sharing and converting others to habit indiscriminately
462 You believe everyone
463 Indecisive, need others to help or will sit at cross roads till you die
464 Mute or speech impediment
465 Bastard – evidence of false and ignoble ancestry, earning scorn and hatred from prior kin
466 Join every bizarre cult you discover seeking truth in bad places
467 Change your race
468 The dead talk to you but you wish they would just shut up – Wis or struck by madness
469 Important personages family member claims you are parent of their child causing non stop troubles
470 Must ask to marry all women, say yes to first woman you meet who says yes
471 You believe you have special powers to detect evil – you attempt to torture and kill the innocent
472 You are compelled to be a slave to some humiliating purpose or group
473 You have crazy notions of freedom and justice making you rant your views in public and attracting the law
474 You discover you are chosen of a heretical outlawed sect
475 Amnesia
476 Spitting image of wanted criminal who is hated by commoners
477 Debt collectors claiming you must pay ancestors debt
478 Scandal revealing your family have dark secret ruining you all – cannibalism, incest, regicide, cult members
479 Suicidal – careless in battle and facing danger – will try anything
480 Narcolepsy – prone to falling asleep any moment not moving and quiet
481 Cackling witches taunt you, even in your dream – Wis or struck by madness, bad weather and ill omens follow you
482 Supernatural lover – bears your offspring and raises to hate you on another plane where they reach adulthood faster and hate you
483 Salt and battery – salty food and water damages you 1pt/rnd, even crossing a line of salt on ground takes a Wis save roll
484 Slowly petrify, lose 1Mv/week till ) then living immobile stone – Wis or struck by madness
485 You never spot traps and they all hit you
486 Age faster – lose -1 Str, Con, Dex per week
487 Swarm of insects constantly following you, upsetting horses, eating food, ruining wood, repulsing others
488 Reject Wealth – no interest in money, happy to be living in poverty
489 Enemies hunting you appear at awkward moments
490 Immune to healing spells and potions
491 Immune to first aid (but can be stabilised in negative hits)
492 Strange erotic fixation roll 1d6 1=Undead, 2=Common object, 3=Animals, 4=Clergy, 5=Other planar beings, 6=Dangerous places
493 Accept all duels and challenges
494 Extreme Alignment – You push your alignment on everybody and are always making justifications for your extreme actions
495 Blasphemy – You curse and befoul the names of gods and lords of power – more curses rain down on you
496 Heroic Destiny – you believe you are chosen and everything in world revolves around you and your epic life, you want to tell everyone lots
497 Brand of Hate – Your banners, shields and coat of arms keep changing, your heraldry humiliates you and cause endless feuds
498 Every day you vomit up tiny creatures which if left grow to monsters like slimes, puddings, oozes, usually only 1hp at first (some 1d4)
499 Transvestite - like to dress flamboyantly as opposite sex and have carny type fun
500 Madmen love you and do unspeakable things in your name
501 Sweet Tooth - only eat candy or cake
502 Mold Friend – monster type mound spoors spread from you leaving horrors behind your travels
503 Night Fiend – At night you grow bestial features -4 Cha, claws and fangs
504 Pregnant – where it comes out is your problem - normal child if can be removed
505 Pregnant – where it comes out is your problem, horrible monster bursts out of you leaving you only 1d4 HP. It escapes to haunt you
506 Hooves – your feet become hooves, cloven or split your choice
507 Monsters interrupt you eating and pollute your food
508 Unnatural weird coloured blood – others fear you and spread rumours
509 Jewels grows on your body – they make the greedy want to cut them loose
510 Diseased and dying flock to you for healing
511 Your goods become more tempting to thieves, bandits and monsters
512 Others see you as weak and defenceless
513 You can never find your way home
514 You cannot find building, cavern, room or dungeon exits alone
516 Something always warns your enemies when you try ambush or sneak attacks
517 Potions, drugs and herbs lose potency when you carry them
518 When you sneeze a nearby item like a wand or gateway is activated
519 Small chance of turning any nearby corpse into zombie
520 Nobody wants to pay you
521 Thinks ugly people are beautiful and vice versa
522 Fits of drunken hooliganism when you drink or left alone or with other hooligans
523 You wake up in strange bed every morning
524 Your followers turn on you
525 Your followers scatter, nobody will serve you
526 Cattle of the gods – anyone into human sacrifice believes you are extra special
527 Babble incoherently
528 Only fools and children believe you
529 Obsessed with item or collecting a type of item
530 Life is a game, nothing really matters
531 Cannibalistic urge, Wis to resist a snack
532 Believes is dead or undead
533 Barks like a dog, can hear self speech unchanged, everyone else thinks you barking mad
534 Fungal infestation -1 charisma per month, eventually become mushroom man
535 Hideously wizened and old looking x1/2 CHA
536 Drug addict, spends all spare cash and time, victimised by mysterious (possibly a devil) pusher
537 Only attracted by own family members or self lookalikes
538 Cant stop playing instrument
539 Only vagrant wanderers like you, everyone else thinks you suck
540 Obsessed with occult and forbidden lore, will be tempted to do evil to get more Wis
541 Albino, -2 in sunlight or get sunglasses
542 Turn into a adorable child version of yourself with cute equipment
543 When you sleep you walk about and prostitute yourself every night
544 Everyone thinks you’re a monster or elf in disguise
545 Everyone thinks you’re a spy
546 Believe cults are among us hunt and burn the evil ones in hiding everywhere
547 You see invisible imps make rude gestures to those around you constantly
548 You join heretical illegal cult
549 You cry lots, every fight or if any one mean or hurt around you
550 Night terrors, awake screaming at night
551 Eunuchs curse – keep getting groin injuries daily
552 Enemies always try to castrate or mutilate your body
553 Whole family cursed – roll again
554 Curse passed to your heir, roll again
555 Insist on paying damages to kin of all you harm
556 Become Ghost or spectre on death bed
557 Viva la revolution – help the peasants revolt even if they seem happy
558 Vain, always fall for flattery, stop to look in mirrors
559 Obsessed with playing games or gambling
560 Can only talk in riddles and questions
561 Monster loves you and wants to make babies
562 Must follow some bizarre custom, fight those who don’t follow custom
563 Plague Carrier
564 Must only eat stolen food
565 Keep waking up married to different people
566 Become follower of first person you meet
567 Horses and their kin hate you
568 Every boat you get on gets lost in a storm
569 Torture animals every chance you get
570 Foul all water sources on touch
571 Only eat one type of food, compelled to preach about it to others
572 Compelled to make and watch animals battle
573 An imp follows you and ads extras to your food and drink
574 A gremlin steals things and plant on you
575 Play cruel jokes on children, make them cry and hate you
576 abjure colour - cant bear sight of one colour of the rainbow or any shade
577 Every spell calls an otherworldly beings attention
578 Trip - roll Dex every round running or fall
579 Only eat inorganic item or thing - normal food makes you helpless and weak
580 Humanoid - turn into a humanoid like a goblin, orc, bugbear or other breed with bad reputation
581 Beast man - gain an animals head, difficulty speaking,
582 Surrender yourself to a great enemy
583 Slowly change into animal
584 Lay monster eggs daily
585 grow flippers, normal move rate in water, 1/2 normal on land
586 An outsider or undead recognises you as a reincarnated lover
587 An evil ancestor spirit tries to possess you, only when asleep at first, becomes increasingly blatant
588 An older/younger version of you hunts you - who knows what will happen if you kill them
589 A horror kills someone near by every night
590 Your ancestral plot is befouled awakening all your kin as undead
591 On death your soul is trapped in your rotting corpse, if lucky may become mad undead
592 You are turned into a small animal, only communicate with own kind
593 Sewerage is delicious candy to you, you have no shame in pursuit of this yummy treat
594 Your teeth all fall out
595 Your you develop compulsive shaving and remove all hair daily
596 Your arms and legs fuse into a snake like body with a human head
597 Your sexual characteristics become huge and uncontrollably move
598 You grow 1d4 extra faces and they are your best friends, each has a different alignment
599 You are covered with burning green fire or glow with golden aurora
600 You have a flaming skull head which does not harm you 1d4 to others
601 Drugs and alcohol and food bring you no joy
602 Lovers and their charms bring you no joy
603 Cursed weapon left for you by demons
604 Fingernails and toenails fall out
605 Your genitals have teeth and snap hungrily
606 Princess syndrome - you are overcome with need to wear latest fashions, eat the best, be seen at best places, outraged at every indignity inflicted n you
607 Pointed teeth and nails
608 Attention grabber - always tries to attract attention from others
609 You change bodies with your next lover
610 You change bodies with next being you slay, killing your own body instead
611 Monsters from your dreams take form attacking monthly
612 Demon amulet you cannot loose, always appears when troubled by peril, tempts you to release the demon into the world
613 Sleep for 1d100 years
614 Silver always harms you for double weapon damage
615 Stories and etchings of your supposed sexual perversions spread like wildfire making priests and lords condemn you
616 You crave being tortured and abused and imprisoned so you admit to crimes you didn't commit or commit crimes yourself
617 Tools and items you need are never where meant to be
618 Every music instrument you touch breaks
619 Every bed you try to sleep in breaks
620 Discover you were born with a tail, mother sends it to you in a jar
621 Will try any strange new food
622 Must try on any interesting clothes found and collect most fabulous
623 Insects talk to you and say horrible things to you
624 A cult announce you were a member, nobody believes your denial
625 You see hidden signs - everybody is being replaces or controlled by some imaginary species
626 Androgyny - people uncertain of your gender, invited to wrong parties
627 Monster thinks your its baby
628 Stink like a troglodyte when you feel danger - make yourself sick too
629 Chain attached 1/2 movement cant be removed or keeps coming back
630 Evil monkey lives on your back. Keeps returning and gives you fleas
631 Heavy Stone or headstone on your back 50lb weight, cannot drop
632 Demon inhabits your weapon feeds souls of slain to evil power, one day will turn on you
633 Your stools are volatile explosive pellets, your urine is mild acid
634 Whatever you wear looks filthy, ragged and food encrusted but you dont notice
635 Children scream at you on sight - they all dreamed of you killing them last night
636 Corrosive touch - weapons and armour rapidly age and fail on you
637 Iron harms you as if you were an otherworldly being +1 damage
638 Hear animals all make personal comments about you, starts to drive you crazy
640 Walk strangely all remember you
641 Inhuman eyes that blaze with horror
642 Cannot clean blood off armour and weapons
643 Always cold and chill to touch
644 Always hot and sweat to touch
645 Monstrous voice scares animals, children and most good people
646 See evil spirit in mirrors and reflections
647 Glass you touch breaks
648 Cups you touch shatter
649 Garments change to particular colour by curse slowly
650 Weapons talk to you and tell you to kill – Wis or struck by madness
651 Hands, clothes and face always filthy
652 Sleepwalk to deadly locations like graveyard or cliff
653 Sleep-murder innocents
654 The reaper appears near death and offers bad suggestions – Wis or struck by madness
655 Smile looks horrible and cruel and scares people
656 Crops and plants near your residence grow deformed and sinister
657 Sleep when others talking
658 Sleep one week every month
659 Forked tongue
660 Sleep in moments of stress (save vs Wis)
661 Mind swap with other person
662 Develop third eye
663 Turn into common animal by day hours
664 Stored food and drink goes off in 12 hours
665 Face becomes blank with mouth only, yet can still see
666 Turn into common animal by night hours
667 Other worldly being tempts you whenever you’re in peril, just want your soul
668 Blades blunt in your hands -1 damage, cutting food harder and messy
669 Offspring turns to a monster – Wis or struck by madness
670 Opposite sex hate you
671 lamps, candles near you go out if left alone with you
672 Always meet extra undead at night
673 Any boss monsters you slay are raised as undead by a demon 
674 Wood hates you - wood hafted tools break if you use them
675 You crack mirrors on sight
676 Urge to adopt all orphans
677 Urge to kidnap children
678 Stray cats follow you about, sometimes in hundreds
679 Stray dogs follow you everywhere
680 Increasingly skeletal features till look like bones
681 Everything you kill appears as tattoo on your body
682 No reflection
682 No shadow
683 Turn into ass
684 Turn into goat
685 Turn into toad
685 Turn into snake
686 Turn into horse
687 Turn into bird
688 Turn into child - no visible signs of ageing
689 Goblinoids think you are awesome, want to have your children, touch you, get some of your hair, etc
690 Demonic glowing sigil covers chest or on forehead, detects as evil (reverse if person evil)
691 Grow a beak like a chicken or duck
692 Always freezing cold and sneezing
693 Always feel hot and sweating
694 Fall in love with most awful persons again and again
695 Your children all betray you
696 Every drink you attempt turns solid, can only eat frozen chunks or drink pure alcohol
697 Always dirty, smelly and look shabby
698 Crawling in fleas and sores -1 Con and Cha
699 Clothes rot off you in four hours
700 Arsonist loves to start fires for fun every day
701 Only feel pleasure from torturing others
702 Eat everything you kill or at least have a bite if pressured for time
703 Birds tell everyone your personal business
704 An imp tells every monster lair you are coming
705 Your bodily excretions and waste are living pathetic creatures with little eyes
706 Devils advise your enemies on how to deal with you
707 Constantly accused of espionage
708 Change to Sexless, bits drop off – Wis or struck by madness
709 Ugly people believe having sex with you will cure them
710 Sing instead of talk
711 Only talk if rhyme
712 Covered in hideous boils -4 CHA
713 No sense of pain, DM hides HP tally
714 Priests of every faith want to convert you
715 Commoners and bards talk and gossip constantly about you
716 Everyone hears you are no 1 avatar of evil on world with terrible mission
717 Two tiny opposed planar beings offer contradictory moral advice, only you see them
718 A hellcat has come to be your new pal and damn your soul to evil
719 A hell hound follows you howling and killing innocents
720 Animals howl in your presence
721 Normal weapons break daily
722 Every day bugs fly in you're mouth or nose at odd moments
723 Soap, baths, hygiene or beauty products inflict 1hp damage on you
724 Vomit up blood at awkward moments several times a day
725 Wet pants every time surprised
726 Toads form in you underpants  hourly
727 Vomit up a gallon of pure green bile when worried or in argument 
727 You devolve into a gelatinous amorphous killer slime
728 Teeth in agony with tooth worms, -2 everything, pull out teeth to relieve
729 Head pain, -2 everything, want to chisel hole in skull to relieve pain briefly
730 Your lovers grow uglier every time you meet
731 Grow a beard of tentacles
732 Snakes grow from your shoulders demand brains to eat
733 Turn into a plump chicken
734 Turn into a pig
735 Turn into a dog
736 Your breath is nauseating to others, anyone close or kissing you make a Con save or throw up, -2 Cha
737 You believe you are a mythical or magical monster most think you a total nut job
738 Covered in thick curly hair739 Webbed feet and toes, +1 swim speed
740 Float on water like a witch!
741 Become addicted to illegal vice, make no effort to hide your problem
742 Constantly hungry and eating, add a pound every day
743 Turn into a fish
744 Dribble constantly, funny speech slur -3 CHA
745 Afraid of bugs, mice, rats, snakes - if see any get high as possible and scream
746 Poop pants if surprised
747 Always trip and hurt ankle if chased 1d4 dam, -1 Move till fully healed
748 Convinced one of your items is magical and gives you special advice
749 Nosebleed whenever meet someone attractive or exert effort
750 Fishy stench smell - animals notice 100 yards away, stray cats follow you
751 All doors lock themselves when you approach
752 All your slaves or servants or pets die or run away
753 Clothes fall off at least once a day
754 Highly flammable, hair and clothes ignite easily even lighting stove or lamp
755 Believe you are a tree, animals want to eat you and cut you down
756 Believe you are hilarious and try to brighten up dungeon murder sprees and diplomatic missions with inappropriate jokes
757 See the spirits of those you slay - eventually weighs on your soul WIS save or madness
758 Arms grow longer till knuckles drag on ground
759 Enjoy wearing freakish clown makeup at all times
760 Refuse aid from any religious person or divine power
761 Refuse magical healing
762 Thumbs disappear
763 Hands turn to jelly cant hold anything
764 Masochist, require daily thrashing, will offer to pay strangers if needed at any cost
765 Glowing brain increasingly visible through skull
766 Cannot talk
767 Cannot hear without a huge ear trumpet
768 Cannot see clearly, cant tell individuals apart unless within 10 feet
769 Black and white vision
770 No taste or smell
771 Blind
772 Everyone thinks you are an idiot
773 Everyone thinks you are cute and adorable like a child
774 Everyone thinks you babble incoherently
775 Everyone thinks you are making sexual advances to them
776 Your skin changes to a bright primary colour
777 You must make WIS save when you see blood or feint for a d4 rounds
778 Others blood is acid to you - take 1pt dam every wound you inflict on others
779 Develop massive cow or goat udders, provide party with dairy products
780 Will only keep coins and jewels if passed through your digestive tract
781 Spirits of disproving ancestors remind you of every failure
782 Fall in love with and marry horrible person, you only see best in them
783 Gold coins you touch turn to lead
784 On death you become a zombie
785 On death you become a ghoul
786 On death you become a wight
787 On death you become a shadow
788 On death you become a phantom
789 On death you become a spectre
790 On death you become a moaning spirit (banshee)
791 Infected by wererat
792 Infected by were hare
793 Infected by devil swine
794 Infected by were badger
795 Infected by were bat
796 Infected by were snake
797 Infected by were raven
798 Infected by were weasel
799 Infected by were boar
800 Elves try to take you to fairy land as a slave by tempting with food, magic or sex
801 Wherever you stay ghosts awaken
802 Goblinoids seek you constantly
803 A orcish twin of you senses your location and seeks to kill you
804 Hunted by a monster of equal HD
805 Horrible plant pod person copy of you seeks to supplant you
806 A doppelganger of you causes trouble across land yet keeps distance from you
807 Poltergeist attacks and haunts anywhere you stay
808 When your enemies meet each other they become friends and allies
809 A crime syndicate or gang cause you or kin trouble constantly
810 A monster raises your dead kin as undead slaves to taunt you
811 You can only communicate by whistling
812 Everyone around you look like they are beast men to you
813 Hit friend if roll natural 1 on hit
814 Drop weapon if roll natural 1 on hit
815 Shatter weapon if roll natural 1 on hit
816 Hit self if roll natural 1 on hit
817 Old and crippled x1/2 STR CON DEX and move
818 Your body turning into living gate for otherworldly invasion 
819 Elder god places evil artifacts for you to find
820 Elder god reveals you are descended from a otherworldly horror WIS save or madness
821 Elder god reveals you are descended from a dark sorcerer who needs you to live again
822 Only you can stop a apocalypse nobody else believes in but you
823 Attract interest from witch hunters, inquisitors and zealous fans of persecutions
824 Elder god sends you visions of his busy minions working on destroying your race
825 An evil despot looks just like you
826 Always see monster instead of true reflection
827 Imp leaves evidence of fictional betrayals near your allies
828 Hole in your body, part of your body and soul imprisoned by demon
829 Demon holds loved one or kin hostage, gives you list of dozens of people to murder
830 Demon holds loved one or kin hostage, provides instructions for you to ruin a kingdom or leader
831 Demon holds loved one or kin hostage, makes you perform atrocities
832 Always end up covered in dung
833 Ex lover becomes a witch and seeks your ruin
834 Every night dream demons torture and kill you - WIS save or madness monthly
835 Every night dream demons force you into attending a monster orgy - WIS save or madness monthly
836 Fights and squabbles break out around you all the time
837 One leg cloven hoofed
838 Grow tentacles or crab claws for hands
839 Quest for a relic or item that stirs up powers of the world
840 Quest for secret of eternal youth
841 Hunt for the questing beast (can teleport), leads you to places needing help
842 Quest for personal property of a god
843 Unnatural attraction to animals rather than humanoids
843 Not attracted to own species or race
844 Urge to burn any paper or books on site
845 Urge to write name on walls in town or dungeon in big letters
846 Cant help but abuse an insult bards, minstrels, messengers and storytellers
847 Old people all think you are uncouth, rude, insulting and horrible
848 Children hate you, draw cartoons of you on walls, sing songs and play games about you
849 Babies born in area look more and more like you, angry husbands conspire to kill you
850 Your alignment becomes opposite of last stranger you spoke to
851 Wear a ridiculous hat like paper crown or dunce hat, cry aloud till put back on
852 Followed by a graffiti poltergeist that writes obscenities and threats everywhere
853 Try any substance you find to see if it makes you high
854 Rumours you are a witch, heretic, baby eater, devil worshipper spread like wildfire
855 Accidentally kill your loved ones or kinfolk
856 Reincarnated on death - spirit will never rest
867 Shed your skin like a snake once a week, freaks people out
868 Need water on skin every 6 hours or lose a hp
869 Adorable bunny ears and tail
870 Ass or donkey ears and tail
871 Evil self steps from first reflection every day to cause trouble
872 Huge weird pointy teeth and overbite
873 Smell delicious blood in everyone you meet, WIS save to resist feeding on bleeding dead or wounded
874 Pets hate you and become aggressive
875 Animal attack every day
876 Invisible Imp steals and pollutes food and fowls your bed at night
877 Gremlin colonies sense you from miles away and are attracted
878 Addicted to elf or faerie food, waste away every day lose a HP if fail CON Save
879 Only eat food cooked by orcs or goblinoids
880 Irrational fear of poisoning, everyone out to get you
881 Irrational fear of monsters, they are hiding everywhere and in disguise
882 Witch hunting mania, obsessed with finding and killing witches
883 Obsessed with magic trivia, curious enough to harass every spell caster, strange looking being or monster about magical powers, secret, private or members only means nothing to you
884 Every vehicle excites you, you catalogue your observations, tell everyone about them and harass anyone with a vehicle about performance, torque and other tedious trivia that drives everyone away from you
885 Irrational fear of birds or reptiles or rodents or herd beast or other group
886 Irrational fear of invisible demons and devils behind everything
887 Irrational fear of spirits up to no good troubling everyone
888 Irrational fear of darkness makes you terrified
889 Irrational fear of wealth, everyone wants you for your money
890 Irrational fear of of magic and spellcasters
891 Irrational fear of violence, must avoid combat and flee if possible
892 Irrational fear of blood, cant stand sight or touch
893 Irrational fear of weather
894 Irrational fear of plants and fungus
895 Irrational fear of animals - they are out to get us
896 Irrational fear of priests and the gods
897 Irrational fear of undead monsters
898 Irrational fear of disease and contagion
899 Irrational fear of goblinoids or beastmen
900 Irrational fear of species of demihuman
901 Believes can speak any language
902 Believes can speak to and befriend animals
903 Believes immune to poison
904 Believes cannot die in battle
905 Believes can jump safely any drop
906 Believes in quack healers and prophets, they recognise a sucker
907 Cant refuse a bet
908 Cant refuse request for help
909 Likes to scarify loved ones
910 Boasts outrageously about everything and believes own hype
911 Shows no respect for superiors or rulers
912 Shows no respect for sanctified holy ground
913 Shows no respect for gods
914 Cant keep secret, blab about everything to everyone
915 Offend all teachers and trainers of exotic skills or spells
916 Expose yourself indecently and increasingly often, work up to streaking in city or dungeon
917 Sit around eating as much as possible getting obese
918 Attract flies or moths or mosquitoes or fleas or ticks or bedbugs
919 Constantly get splashed by horses and carts, potty dumped from windows, puddles always deeper for you 
920 Priests single you out as needing to be saved from life of sin and depravity, they just know by looking at you
921 Vegetarian, you have urge to lecture others about it every chance, even enemies in battle
922 Menaced by thieving squirrels, occasionally one has plague
923 Believe smearing feces and dung all over self makes you mighty
924 Believe monsters just need understanding and a chance to be friendly
925 Believe monsters deserve charity and try to collect money to give them
25 Like to pull beards on anyone you meet, makes you laugh out loud
926 Adopt all monster babies and give them loving home, they are adorable
927 Must have more cats - you can never own enough
928 Bathe twice a day, wash hands after every battle and before every meal
929 Strange sexual compulsion costs money and ruins any current romantic relations
930 Monsters mutter your name in prayers, shaman teach your tactics and techniques 
931 Believe that beavers up to no good causing floods and dropping trees on people, warn everyone
932 Visited by sky spirits in bed at night, now you want to tell everybody about them and the humiliation they heaped on you
933 Collect string, twine or cord or bits of wool to add to your ball, when gets bigger than you, can still roll it about, it is your precious
934 Cover self in lewd tattoos and spend as much as possible on compulsion
935 Every sunset and dawn you must crow like rooster
936 Obsessed with collecting ordinary everyday objects like a type of tool and gather as many different types, must hoard and protect from other jealous collectors at any cost
937 Kleptomaniac pick up stuff and try to pick pockets constantly
938 Outrageous fashion victim must wear best, be brightest most stand out in any group or event
939 Give everyone unwanted untrue medical advice in patronising manner till lose all your friends, obsessed and always talk about health, crazy diets and strange exercises
940 Drink your own pee daily, start to get called "piss breath", nobody will kiss you
941 Must collect trophies, at least a stuffed head or ear of every monster or enemy you kill, use to decorate your home and self
942 Decorate yourself with gold, silver and jewellery as much as you can afford
943 Always borrow and lose money on stupid schemes, gambling, whatever. You end up owing money to nobles, banks, gangs, mad wizards, temples and debt gets worse
944 Lose inch in height a day till bug sized, stuff does not shrink
945 Declare you are ruler of made up land, wear a crown and talk about your wondrous home  constantly
946 Dress in bizarre identity concealing costume and at night fight crime and injustice
947 Everyone should be equal, encourage peasants to rise up against the kingdom publicly
948 Refuse to pay tax, tithes, loans or anybody, hoard your cash whatever it takes
949 Everyday bathe in your wealth, rolling around in your material goods, but gold coins best
950 You require 1d6 gold pieces to eat a day
951 You require a written document to eat every day or a book a week
952 Keep all your currency into gems and swallow again and again to keep safe
953 Poltergeist gropes members of opposite sex near you all the time causing trouble
953 Never wear same clothes more than a day
954 Spend all money on religious monuments, probably to offended god or own god
955 Seek out most decadent, corrupt and depraved companions for horrible parties
956 Mast have as many virgins as possible, daily if possible
957 Only find extreme elderly attractive
958 Only have sex if you and partner dressed as beast men, become increasingly public in behaviour
959 Become a dirty pervert, spending hours spying on opposite sex in secret, become more blatant and hated
960 Decide you are an artist in a field you have no talent for, spend all your money making unwanted art and dressing outrageously, real artists might hang about you for cash but really hate you
961 Every time you sleep you awake with a bed with a d100 rodents under the covers
962 Remain horribly drunk or high all the time, -2 everything and CHA
963 Masochist who seeks pain and injury, pay for it if not getting enough
964 Sadist who seeks to inflict pain and injury, pay for it if not getting enough
965 Only eat raw meat, enjoy covering face in blood every meal
966 Cannibalism must eat member of own race once a week
967 Will bet on anything
968 Only eat dairy products, preferably straight from mammal
969 Insult every barbarian you meet
970 Threaten everyone you meet with terrible powers that only you believe exists
971 Make public claims to every throne and hereditary title
972 Publicly declare self enemy of crime, take on every gang or mob
973 Constantly writing your mediocre and embarrassing memoirs that others always amused by despite your serious intent
974 Challenge anyone to duels at slightest offence
975 Eat as many monster genitals and testicles as possible for imaginary heroic powers they grant you
976 Hideous parasites pops out of you at inappropriate moments
977 Self proclaimed legal expert, explain and argue rules constantly, inform monsters and enemies of their rights and yours
978 Convinced you are a great poet, tell everyone you meet, write terrible poems, try to talk in bad rhymes with made up words if needed
979 Boast you are greatest fighter in world and tell others at every opportunity they are weak and cowardly by comparison
980 Sacrifice your level in HD of animals every week if possible
981 Smoke comes out your mouth constantly, belch out fire occasionally
982 Only find deformed, crippled or mutants attractive
983 Use your imaginary curse powers on everyone who crosses or slights you, publicly declaring what foul thing you wish for them
984 You don't want to be seen using magic items so give them away or bury them or sell them all
985 Spend all your time and money on a single obscure charity, preach about it constantly
986 Everyone assumes you are a prostitute, law hassles you, strangers and monsters proposition you
987 Everyone gets your gender wrong or thinks you a eunuch
988 Animals love to crap on you and your property
989 Word gets out you swallow gems every day, bad people and monsters keen to find out by dissection
990 Don't eat using hands, bowl or feedbag fine for you, messy and offencive to polite customers
991 You collect dolls and make custom ones of your friends, you spend all your money on collectibles and storage and want to show everyone your latest item
992 Enjoy wallowing in and eating rancid liquid meat slurry, would keep a pit for this purpose if possible
993 Anywhere you sleep becomes damp and is increasingly rendered uninhabitable
994 Can only eat liquid food like soup, gravy or custards
995 You keep leaving bloody hand prints everywhere you have been, some take 24 hours to appear
996 All music, poetry, art and natural beauty does nothing for you
997 Every time you pee it bursts into flame and burns out as if bottle of oil
998 Everywhere you go you are accused of having stolen property
999 Roll twice above
1000 Roll 1d4+1 times above

-----------------

I will put some extra ones here in future as some above may disappear if duplication occurs
ive spotted a few needing amendment but this a good start

have altered on 26thAug
229 and 230, 399, 404, 406, 533, 673 727, 737, 883 and 884
have altered a few things and made some dupes more divergent
Discovered 100 missing curses??? fixed


last post eaten by blogger

0
0
deleted post by accident and discovered lack of recovery options

i have recovered 1/3rd of doc and tried various means with google caches etc but failed - too recent

if anyone copied it help appreciated other wise im off to stew in grumpy juice and not playing for a while

Trying to make fighters more cool (recovered version)

0
0
This post got deleted by mistake - thank you to Timothy Brannan for saving and posting within hours of my whinging about loss. You are my blog hero. 1 million xp for you. Its like raise dead worked. Anyway here it is again minus the 50 odd views and a few lil edits.

A few things here to make fighters more interesting - give most specialization choice and command bonuses for troops.

I dont mind other classes getting some impressive weapon skills but fighters should get the most period.

Even a 1st level warrior can get a bonus to control a bunch of flunkies. Even if they dont lead disciplined troops they may inspire irregular troops like barbarian hordes. They could even be reluctant, fighting in a battle and nearby men get a bonus just by watching the hero. Make humanoid leaders more deadly.

Number and quality of weapon fancy WP skills
A table comparing how many improved ranks of WP available

0WP Slots on weapon = class Non Proficient Mod (or NP mod)
1WP Slots on weapon = Normal chance to hit and use weapon
2WP Slots on weapon =Expert +1 hit and damage
3WP Slots on weapon =Master +2 hit and damage
4WP Slots on weapon =Specialist +3 hit and damage

*starts with one rank of critical hit WP starting on natural 20. Others have to buy WP to do this, those who start with a rank can buy up to +3 more ranks 1=19+ 2=18+ 3=17+

Warrior* - any number of specialist, master or expert
Priest - one master max
Rogue - two master max
Wizard - one expert max

Monk* - one specialist, two master, any number of expert (class bonuses too)
Druid - two expert max
Bard - two master max
Sorcerer - one expert max

Dwarf * - one specialist max (class bonuses too)
Elf - two specialist max (class bonuses too)
Halfling - two master max (class bonuses too)
Tako - any number of expert

Gnome - two expert max (class bonuses too)

Monks can gain additional weapon mods from class that can enhance these again

Proficiencies bought with INT bonus dont count against class max
A sorcerer bow specialist does not hurt in long run

Troop Leadership for Warriors

Can command up to 10 x level in first or zero level warriors
Command radius = 1 range per charisma + level

1-3th level warrior's troop get +1 Save vs fear (WIS) and Morale and chance to rally troops with broken morale
4-6th level warrior's troop get +1 to hit and saves
7-9th level warriors get +1 damage and AC vs missiles
10-12th level get +2 Save vs fear (WIS) and Morale and chance to rally troops with broken morale
13-15th level +2 on all saves, hit, damage and AC vs missiles
16-18th level +1d3 HP with 1 month training
19-20t level +1 Attack, fight in negative HP up till death, never fail morale roll

A few NWP will effect this

Non warrior classes can get a command radius = CHA only by taking leadership NWP and may rally

A warrior who takes leadership NWP gets +1 radius per level and can include 2nd level warriors at 11th level and through them can command massive armies of 1000, at 15th level 2000 and at 20th level this is 4000. If you want more assign these to you personal guard ans assign other generals

Humanoids get this on monster races by HD but can command 3HD at 15th and 4HD at 20th with leadership NWP

Magic on Planet Psychon

0
0
A few words on magic on psychon and a few unique magic goodies as I have neglected the role of magic.

Magic is part of the greatest technology that granted the wishes of the ancients and led to the final end. Some ancients were destroyed by their own magic others were changed into humanoids or undead or monsters.

Priests, Druids and the Gods Divine Magic
The great gods have powers over the matter of Psychon, can disintegrate anyone and upload the persons data and reincarnate them again in a new body. Most powers of priests come directly from these gods. Rituals and prayers are channeled through a implant and realized by gods or their minions.

Wizards, Sorcerers and Arcane Magic

These magicians tap into the "magical" infrastructure of sub space and call down powerful effects without the gods. Wizards learn magical codes which program reality when specialty sounded words are chanted. Sorcerers instead learn theirs through dreams and visions but lack the understanding of what they can do. Often otherworld beings like demons will guide a sorcerer as the process is less difficult than maintaining a priesthood.

Psionics and Mentalist Magic
A mental network surrounds planet Psychon also known as the psychosphere. Most life has psion nanoids and interact with these fields which may tap into minds, bodies, matter or other planes. Spirits and phantom intelligences roam this invisible world but gods may keep their chosen in a custom paradise or imprison in a underworld. Shamen and exorcists and spiritualists all dabble in this world too.

Magic Items
Rather than being technological such items are attuned to divine, arcane or psionics. While some objects may seem ordinary or made of strange exotic materials they actually have a magical energy matrix which taps into one of the three magical power types. Many Items of seemingly strange nature exist. Artifacts are particularly powerful the products of gods or greatest magicians ever. Feel free to take magic items from other game books, novels or mythology. Many petty and minor objects are used like technology by people every day and are indistinguishable from technology to most people.

Other Planes
Other planes are either non material data constructs where a person is downloaded to or a pocket dimension such as overspace or sub space or hyperspace. The first type tend to be populated by beings who cluster in groups according to alignment who collect souls as playthings, souls, cattle or followers. Some planes are created from the leaked dreams from the psychosphere forming a dream land or realms of nightmares. The latter type are usually ancient bases or holy store houses of the gods where they keep parts of their bodies and goods they may teleport to Psychon when needed. To travel to a data based plane a person goes into a coma, dies, or is disintergrated by a god to be integrated later. Physichal pocket universes can be entered with your own body and goods but such worlds are hidden from man by the gods. Other plane beings can with effort manifest a body on Psychon but take some effort even years to prepare a new form so they do not relish their material body being destroyed.

Monsters
Many creatures and bioengineered horrors from the apocalypse are familiar as monsters. Beast me come from attempts to replace diminished humans with a servitor race but most are free now and resentful. Some creatures are as mentioned from other planes. Mutants are effected by ancient nanoid mutagens, wild free roaming replacement organs, and attempts to hack populations biology to create allied troops from enemy populations. Undead and lycanthropes are affected by specific strains of nanoid some say undead are even alien constructs of varied strains. Artificial beings like androids, robots, cyborgs, AI's replicants, clones are common in ancient bunkers and even in wilderness areas or the massive ruined subworld remains of buried cities.

Some monster constructs are magical and defy logic yet are animated materials that draw magic power through enchantment matrices made by magicians. Golems are the best example. While enchanted the matrices of power glow within and tap into the magic of Psychon, the very blood of the gods power and manipulate the matter and energy in the golem. When killed some remnants of this may remain in the fragments of the golem body but a object with a broken and deleted matrix is cut off from the power of overspace unless it is enchanted afresh.

Dungeon Magic

Unleashing the divine poewer of the planet and the secrets of the ancients attracts attention and the gaze of the gods or other beings. Left over mana from magic fields may acumulate and feed magic creatures or have local effects or even evolve into a local consciousness. A high magic dungeon might become self aware.

Many strange items of magic can be found in dungeons but some powers can cut magical energy sources while a item of pure science would work in another galaxy cut off from Psychon. Other forces can block technology but a anti magic field is not going to stop a laser gun. A magic missile may strike someone in advanced power armour or leather as easily. Cunning gods and wizards use science and magic effects to guard treasure just to make life harder.

Psychonian science bunkers and magic dungeons are around but the combination of both is a common hazzard also.  Possibly enchated revolvers and lasers could exist too and a sentient machine might tap the power of magic from the mana-sphere easier than a mortal. The Death Machines of the apocalypse have become demons and devils that could kill some gods. They are now covered in diabolic power runes, magical self repair glyphs, indestructibility wards and powers beyond their human makers dreamed. Undead and other beings have blurred the differences between both worlds too.

Next time Science and Sorcery Encounters then Science and Sorcery Loot

Then new Psychon PDF

Science and Sorcery Encounters

0
0


These are meant to mix magic and science up more to show possibilities of both on Planet Psychon. Will do enchanted tech next. Magic Metals and Gems might be a good add on to that. 

D100 Science and Sorcery Encounters
1 Orcs with cyborg parts led by 60% conversion with a sonic blaster for a hand
2 Goblin gang with leader shaman and elites with a rocket launcher send in weak cripples from afar to threaten or asses potential enemies
3 Bugbear with a double barreled shotgun and gallon jug of moonshine 
4 Hobgoblins in strange neat black uniforms with muskets led by swastika clad evil wizard
5 Kobolds lay a mine field over area then hide in hidden holes with crossbows
6 Kobold with vest of dynamite charges with odd grimace and lit fuse
7 Orc running at party with mine while rest with muskets and huge crossbows support
8 A former vending machine now preaches the god Kernu and seeks allies to recover data from ancient radio tower, he hope on getting upgrade if he is good
9 A forestry robot with his friend a Druid fly over the forest looking tor evil or lost travellers
10 A library robot wizard with his cat familiar have been driven from their tower by morlocks and need help
11 A pleasure android sorcerer and her mutant follower seek her sisters to free from slavery
12 A jukebox borg acts like a bard follows heroes, mixes new songs about them with video clips and broadcasts
13 A group of techno monks with a servoborg brother among them on a pilgramage
14 A warrior android hero who tries to pass as human and be a hero
15 A doppelganger pretends to be awakened ancient scientist or astronaut to join party, will change to a normal psychonian at some point to bond further with party, uses esp to make close friends
16 A methane fueled sewer bot with a foul mouth and cockney accent offers to be your guide, uncontrollable pick pocket but kinda helpful scoundrel
17 Warlock humanoid robot warrior wizard with evil blade seeks to serve true chaos
18 A priest with a worker android and a shock staff roam wasteland looking for needy to help and evil to kill
19 Paladin in gold power armour riding genetically enhanced super horse ally seek evil knight in area
20 A black armoured cyborg knight riding a hideous giant mutant beetlelooking for innocents to kill and torture
21 Zombies pretend to be sick humans, surprise attack and try to infect helpers
22 A beastman with a flail and a pistol riding a skycycle looking for adventure
23 A unicorn beastman healer sells his magical d4 healing dung to needy, guarded by degenerate evil goat men who abey him 
24 Ghoul with ancient military uniform and automatic rifle
25 Ghoul cop with helm and truncheon eats major lawbreakers or just tastes for lesser crimes
25 Zombie business man follows party looking for a job
26 Assassin with sniper rifle and elf cloak
27 Wizard and guards from great citadel fly over to talk in air car
28 A crumbling temple with a flickering viewscreen is a weak god everyone else has forgotten, he just needs a new antenna tower and would be grateful
29 A golem fighting zombies with a chainsword or power axe
30 A priest is attempting to convert a gaggle of messenger drones to the god Colossus 
31 Robots are crucifying a bearded man who seems to want them to do this, he is a preacher of lost ancient cult, says all a mistake
32 A robot owl tries to befriend a wizard, also documenting party for a goddess
33 A thinker android wishes to argue magic impossible to party spellcasters, will travel and fight with party while seeking truth
34 A android demon from a theme park exhibit hates his appearance and kills and mutilates humans in revenge at being made a monster
35 Skullron a cyborg undead wizard with his zombie forces are offended by living
36 An anklosaurus with cyborg missile launchers battling a dragon in distance, smoke hides the outcome
37 A wight business man attacks living while feebly screaming into his phone
38 A spacecraft from moon crashes, ancient man saved, is a werewolf, unaccustomed to being human, at night he is a monster, immune to standard Psychonian transformations
39 A gargoyle with a wand of darkness and a motion detector with headphone setliving in a gothic ruin
40 A kobold riding on a Psychonian rust monster (or related critter) demands tribute in his adorable little hat
41 A cyberchimera with 4 robot tentacles, a 6 shot grenaide launching goat head, a lion head with a 7 shot flamer mouth and a snake with 10 shot laser pistol eyes. Needs to eat biofuel and rest 24 hours to recharge shots, robotic legs very fast and armoured
42 Mongrel men being herded by wizard with a shock staff to market
43 Ghost hunting robot has never seen one, melancholic and despondant at failure
44 Giant lizard with laser mounted in bipod on saddle with mutant rider
45 Robot sheriff hassles party with human deputies: "I hear you has lotsa unsolved crimes from that direction"
46 Android wizard wanabee kicked out of wizard school for being a fake, sadly moping along
47 Wight wizard with force dagger and hover board seeks a good living body to swap with
48 Remains of giant robot knight and mecha dragon strewn over battlefield, goblins gather the bits to rebuild
49 A gang of morlocks on motorbikes in gang leathers
50 An Eldren in a space suit wandering around puzzled without memories except spells
51 A gang of colourful gnomes with muskets torturing a robot or android
52 A tako octopus man riding a tiny sky saucer, drops in low asking for directions to any citadels 
53 A huge lapis gateway guarded by a eldren with a flamelance (laser rifle), awaiting his race to return from stars
53 A morlock with a power fist with 2 shot micro rockets (4 more spare) has 2 eloi slaves, one he plans to eat soon
54 A teenage wizard tampering with ruined cyborging shop, if unchecked he chases them later as a killer cyborg
55 An attractive sorceress with a race of savage bunnymen minions, the follow her as she wields holy power mace (not much juice left), she wants guests and intrigue
56 A morlock forge accepts traders as visitors, working on enchanting ancient weapons with magic, seek strange ingredients in return for enchantments
57 An eldren appears from nowhere and invites you to his cloud home (a satellite), demons are attacking his habitat and seek the hibernation pods in his care
58 Cyborg ghoul military unit with bayonettes attack in tattered uniforms looking for meat and power cells
59 Salamanders block your path and demand atomic fuel cell cores for passage or any radioactives will do
60 Priest in ruin talking to his god, a damaged WMD artificial intelligence who cant set himself off because he was hacked. Mission was to kill a great horror at the end times.
61 A druid with a great AI iedelon stone, controls a tribe of eloi in paradise, some might object
62 Mutants with pet displacer beast battle eldren with blink dogs
63 Cyborg beholder badly wounded tries to bully party to repair and serve it
64 Wyvern with cyborg orc hero with rifle stalks party
65 Minotaur with flamer
66 Eldren children using a dying freeze ray rifle to make snow and ice slides, parents watching from orbital with flamelance laser rifles that kids unharmed, will teleport kids up and will come down guns blazing for a few rounds max
67 Alchemist with thinker android apprentice seek to create life forms in bottles with potions, have polluted land with dragons, hydra and other monsters
68 Necromancer has stolen cyborg parts and built Cyberstien a bitter resentful creation ready to flip 
69 Vampire hunters tracking prey in crumbling lost graveyard, have uv frequency disposable laser pistols (1d6 shots) and holy symbols on everything
70 Mad ghost hunting sorcerer has backpack holy water sprayer as a flamer to undead, wants backup in test mission
71 Sad demon sitting in circle of dead androids but perks up when sees party: "souls!!!"
72 Robot family being menaced by rust monster
73 Cyber Unicorn with prismatic ray horn haughtily defends nature from humanity
74 Giant trying to give flower to ancient fast food statuebut when sees players decides a blood sacrifice would be better
75 Owlbears controlled by AI with speakers in collars demand party surrender or else
76 Dobermen warriors in muscle shirts challenge party to deadly rocket cycle race
77 Gnomes and gardening bots working together in harmony
78 Wizard tower being buzzed by saucermen, beam down to steal human magic
79 Ape men on horseback with rifles outraged by humans with weapons
80 Goat-centaur with psionics and a hydrogen lance spies on party watching them pass through land
81 Hideous mutant dwarf gang abusing wagon of travellers
82 Armoured knight seeking his sweetheart far away in scout battlesuit with monofilament whip that severs limbs and heads up to 30 away or in melee, he is a paladin
83 A foggy toxic waste bog with mutant lizardmen and troglodytes ruled by a swamp queen hag blocks the way, burst drums of poison and dead litter everywhere
84 A fortified house heavily trapped and disarmed. Poltergiest seals victims in house security system and uses inbuilt traps and drones to maim and terrify from control room
85 Friendly frogmen tell of underwater house with dreadful dead men but ancient wealth
86 Satyr with machine pistol and cigar demands private time with ladies or else
87 Succubus pretends to be in cryopod in form of confused ancient girl or replicant sex clone 
88 A group of miserable mutants has a imp living among them they swear is one of them, the imp is rude and tries to provoke heroes to killing his mutant family
89 A morlock with a trained carrion crawler and flintlock looking for slaves 
90 A blasted ruin with ancient blasted shadows from nuke on scarred concrete. The come to life as undead to attack
91 A huge lizard overgrown with vegetation is tempted by wiggling adventurers
92 A racially mixed band of berserks unite together to kill non believers in the cult of the AI-god WOTAN 
93 A band of mixed goblinoids, dark eldren, beastmen and morlocks come from a hatch in the subworld. They serve Erishkigal in  the underworld and their leader has ancient tech weapons
94 Children capturing tiny pakuspawn monsters in painted guards for competition held by local wizard. Local kids make creatures fight and the wizard buys the best for his dungeon
95 A paladin of the god Paragon searches area for great sub world entrance ad asks for your help and explains the soul destroying horrors he expects in hell
96 Evil priests of Typhon have found ancient biolab under a ruined citadel and are breeding monsters
97 Gasmask wearing priests of Takwan the destroyer dig in a ruined silo for a second key they will use to end all evil 
98 Amazonian priestesses of Justice seek aid in destroying a murderous terminator machine of ancients loose in area trying to repair a forgotten evil AI
99 Moloch the machine god has a shrine here and angry robot and android cultists will sacrifice human meat-bags who defile the holiest of holy in the mouth of a recycling plant 
100 A wizard has found a magic fungus fores in a cave but the god Centipedus guards it, a mechanical modular cyber centipede

Science and Sorcery Loot

0
0
So to compliment the last table here is some magic tech

I recommend these Awesome blogs:
http://goblinpunch.blogspot.com.au/2013/07/stink-bombs.html
http://goblinpunch.blogspot.com.au/2013/07/eldritch-ammunition.html
http://dungeonofsigns.blogspot.com.au/2013/04/magical-teasures-of-ship-spirits-hms.html
http://dungeonofsigns.blogspot.com.au/2013/03/magic-items-recovered-form-haldicar.html
http://dungeonofsigns.blogspot.com.au/2013/03/varities-of-magical-and-enhanced.html
http://dungeonofsigns.blogspot.com.au/2013/03/magic-weapons-of-hms-apollyon.html
http://dungeonofsigns.blogspot.com.au/2013/04/towards-taxonomy-of-rayguns.html
http://dungeonofsigns.blogspot.com.au/2013/04/normal-0-false-false-false-en-us-x-none.html

not so relevant to this post but AIs would fit in well with the ones i made for Psychon plus gates to generation ships are about in the setting to so this is good too:  http://goblinpunch.blogspot.com.au/2013/06/welcome-back-agent.html#more also weird weather http://goblinpunch.blogspot.com.au/2012/11/noxious-weather.html

Have Psychon book almost done. This one more text dense, better edited (well a bit) and less art. So very soon. Will play a while before i decide i could do a full blown edition of EMO DnD integrated into Psychon setting. Long Stirs game would overlap a bit.

Will release the con module mid October after Sydcon. Almost ready to preview player handouts here. Have done pc sheets as performer id cards for first arrival on psychon. Players pick a portrait and a zero level character with a few skills and stats. As each fails CON checks are tranformed to a 3rd level BX type characters native to Psychon. So i next need to make pretty character sheets for 3rd level versions. Need to do a flight passenger list and a version for turning into psychonians at only 1st level. Party will use their spare follower slots to get passengers to cooperate and sway group decisions. And a pretty hexmap or even 2. Have note so mostly written with doodle maps done on bus.

Anyway the point of this is to encourage mix and match of magic and post ancient technology. The DnD game covered fantasy and magic well. Early Gammaworld covered tech and mutants nicely. My own tables from originaly gammaworld are tech biased. This table and last meant to help bridge the gap and swing towards science and magic hybrids. I guess it is up to DM emphasize what pleases them. But recycle stuff from any game thing or mash up two on psychon somewhere.

D100 Science and Sorcery Loot
1 +1 Bullets 1d50
2 Cylinder or magazine produces one extra shot when emptied
3 Silverado Bullets 1d20 double damage on werewolves, and some undead
4 Power pack recharges one shot per day by solar or biological process
5 Power Pack ads +1 to damage
6 Cylinder or magazine crates Blood Bullets, can keep shooting on empty but lose one HP per "extra bullet" fired.
7 Spectral ammo 1d20 bullets pass through solids without harm but hurt any insubstantial beings including, undead, spirits, shadows or phaze spiders or displacer beasts
8 Ramrod speeds up muzzle loader reloads by one less round
9 Magic Gunpowder +1 damage per dice, enough for d100 shots
10 Magical Smart Bullets dont miss unless target magic resistant which blocks like a magic missile for most effects 1d20 rounds
11 Wizardlock pistol or rifle magically ignites charge in muzzle loaders, more reliable and sealed vs elements
12 Set of 1d6 killer grenade drones with magical illusionary duplicates
13 Holy Laser harms undead and magical beings like the sun
14 Dimensional Vacuum Charge - in artillery shell with manual set timer, opens hole into overspace
15 Hellgun a 3d4 heavy automatic 7 shot pistol +2 magical heat damage 
16 Angels Chainsword 3d6 base - a holy +3 chainsword which is +6 vs undead if wielded by a Lawful Good hero
17 Chromatic Ray Gun - a handgun shaped wand with various dial-able chromatic effects usualy only by wizards or sorcerers d12 shots and 50% broken control mechanism 1d12 1=Scarlet 2d6 and ignite flammables in area 2=Magenta 2d6 ignores metal armour 3=Cyan makes targets feather light for 1d4 rounds and they might blow away in wind 4=Turquoize inflicts a temporary mutation 5=Yellow Dazzles targets that fail DEX save for 1d4 rounds blind 6=Tangerine removes a spell cast on target 7=Emerald turns target into a small frog for 1d4 rounds if fail a WIS save 8=Green Ray save or fall asleep if fail a CON Save 9=Violet 3d6 to undead 10=Lapis ray stuns with horrible vision 1d4 rounds if fail WIS save 11=Ivory heals 1d6 12=Jet vamparises 1d6 hp and gives half to user
18 Force Truncheon increases users STR, various models roll +1d4 each one 
19 Wizard Power Plant - weapon can have shot recharged by absorbing spell energy levels one shot per spell level
20 Flaming Chain - 1d6 melee weapon makes wielder invulnerable to fire, thrown, meleeand at same time burns with flame foe +1d4 if used in anger
21 Enchanted High Threat Helm - has binoculars, gas mask, comlink to a AI and +2 armour and resists any form of fear +2
22 Shield of the Sun is a medium mirror like shield that is +2 +4 vs lasers and has a built in las pistol with solar charger (one shot per day)
23 Enchanted Riot Armour +1 for total of +6 armour, covered in magic signs 
24 Enchanted Bullet Proof Vest AC +4 vs melee, bullets any attack
25 Altered personal force field pack 20 lb, Now adds AC +4 and block magic misiles, 10 minutes power
25 Tracker Helm has target laser, rangefinder, lowlight optics in a +2 Helm and +2 resist Illusion charms
26 Gas mask with protection from evil once per day and electronic nightvision
27 Adamantium Chest Plate total +7 Armour+1 Saves
28 Hero harness normally base AC +1, this has extra +1d4
29 Scrambler of non detection, personal field 12lb, lasts 10+1d100 rounds before arcanr power burns out, blocks electronic and magical detection from spotting user with magic detection
30 Suit that blocks normally lethal radiation and mutagens with a +2 magic save
31 Medicine bottle with 1d10+10 capsules that heal 1d3 damage
32 Magical syringe with speed potion dose, highly adictive
33 Magical +2 scalpel for surgery on magic beings 1d3
34 Jar with grisly twitching undying tentacle, if released will suck a curse from a person then sleep for a d3 months before hungers again
35 Blood pack never goes off, if atatched to person heals 2d4
36 A disgusting parasite in a caugh syrup bottle, if eaten gives +2 vs disease as parasite protects its host
37 Yellow 4lb tin with biohazzard seal and release pin, 30 cloud of disease smog lasts a d10 rounds
38 Old fashioned sack style gas mask with holy symbols, +3 Save poison and disease
39 WW1 Medic Helm wit red cross +1 AC and saves
40 Ice Pistol shoots hyper velocity ice pellet, 1d4 holds10 shots can refreeze ten loads with power, this one loaded with holy water for +1d4 vs undead  
41 +1 Save neckerchief
42 Pith Helmet with comprehend languages once per day
43 Tattered Leather Trench Coat enchanted to +2
44 A briefcase with a +2 Business Suit
45 A Doctors coat with pockets always full of first aid supplies
46 Thermos of magical tea, always hot, +1 hp first aid 1d10+10 doses
47 Fez with detect magic 3 times a day
48 Velvet Smoking Jacket, 1/2 damage from fire, immune to smoke effects
49 Straight Jacket, +2 saves vs madness, grants extra after fact save if already mad after 24 hours 
50 Beer hat of the Ancients, a baseball hat with two chilled beer cans, each refills 3 times per day  
51 Bowler hat with power of night vision, see in magical darkness also
52 Small outboard steam motor for boat, once started never needs fuel 32lb
53 Penny-farthing bicycle, folds into a ring magically at command
53 Small diesel motor can be fueled with magic potions to run for a day 24lb
54 Large apparatus which can spank or flail a restrained person till released or death 45lb
55 Magical self heating still for making booze 16lb
56 Magical meat grinder, put fist size meat in, hamburger patty comes out, can work all day 12lb
57 Ammo press, hand cranked device converts individual rounds to any smaller caliber 16lb
58 Sharpeners Wheel with one hour sharpening next blade attack does +1 damage, then normal 12lb
59 Ice Cream Machine put in ingredients and freezes into frozen confection in one hour, 8lb
60 Electric Guitar or keyboard, needs no power or amp
61 Micro chemical conversion plant converts a potion to one shot recharge of a energy weapon
62 GPS of undead detection, shows undead in 6 range, if not buried or covered by walls
63 De-mutation pill, magic pill reverses all mutations and renders normal human
64 Telescope of Law - detects chaotic beings if viewed within 12 range
65 Puzzle of madness - INT save per day, 3 success in row opens revealing a minor treasure, 3 fail in a row need a WIS save vs madness and throw somewhere deadly in fit of rage
66 Everful aerosol can in random colour
67 Featherfall Crash Couch, a chair made to be vehicle mounted protects from most crash damage
68 Hammer of silence that makes no noise
69 Hula Hoop of madness - once spins around waist remains there,provides +1 AC
70 Holy communicator of thee gods - this links to god who will answer a question a week otherwise puts you on hold or records a message
71 Action Figure - comes to life as 1HD person with melee weapon (guns used as clubs)
72 Gods Eye Amulet, lets a god see what is in front of you
73 Hair clip of infinite style - put in hair can change length, colour and look
74 Game Console of Heavens - once a day summons a 1hd drone, flies 12 and shoots a 2d6 laser
75 Spirit Bottle - refills with one type of grog per day, vodka, whiskey, rum or gin varieties
76 Alien in a bottle - jar if thrown or opened releases a stasis packed angry grey alien humanoid with a 10 shot 2d6 laser with a range of 20
77 Android Familiar - pet of ancients enchanted to bond to master provides telepathic link
78 Polaroid of evil detection, 1d10 shots, evil aligned beings have redeye
79 Tablet of Ancient Lore, taps into ancient datanet but informs and attracts machine intelligences 
80 Warlock's Tablet, shows diabolic and demonic beings magic sigils making them -2 save vs spells cast by user
81 Tablet of Wizardry, can replace spellbook, stores spells as apps by photographing old spellbook pages
82 Holy Tablet, can save 1d6 levels of spell by filming casting in spellstore mode, acts as holy symbol
83 Frenzahol, a drug that makes user beserk +2 for 6+1d6 rounds made permanent by enchantment if used
84 Bodybag of reincarnation, 24 hours after stowage person reborn in new body, one use comes in packs of 1d6
85 GPS of sacred sanctity, indicates holy or unholy ground and intensity within 100 range
86 Tirepatch kit of eternity, 2d6 patches each magically heals any damaged wheel
87 Rejuvehol drug enchanted to be permanent +1 CHA
88 Ball of endless twine, eachday has 100 range of string but if last 30 of roll touched loses power forever
89 Bublegum of levitation, chew, blow bubble, acts as levitation spell cast, 1d6 left in pack 
90 Time machine pack 1d4 jumps left 12lb
91 Cursed Painting, is a gate to a scene in a pocket universe or another place opens involuntarily from time to time (monthly) from a cameo to a picture in a book or any pictorial artwork
92 Cigars of Pharaohs in box, each sends into dream land of magical insightful visions
93 Cigarette Case, mother of pearl, always one last cigarette, built in lighter holds 20
94 Breakfast of the Titans, boxed cereal summons 1d4 cartoon characters from package who fight for you with 1d3 HD each and 1d6 dmage, at bottom of box is another small treasure
95 SPAM golem, if tin opened a 8hd golem with two 2d6 punches AC+8 jumps out to serve to the death, he is delicious if killed
96 A tin of magic yummy looking snacks 1d4 1=constrictor snake pops out to serve for a day, 2=three 1HD annoying stupid clowns 3=a snooty peanut man follows you criticizing everything you do 4=swarm of bats 2HD serve for one hour
97 A 4lb metal disc on a neclace with touch screen is a ancient person converted into a AI wearable, portable and thinks it is better than you, mostly un helpful.
98 A android or mechanoid toy creature now a magic sentient being, forms link to a person and concentrates on a spell effect, item or power for the caster if touching them,  very cute, 1HD
99 Musicbox - a high tech music player editor, enchanted to be amplified and run forever 1lb
100 Flaregun of the Eldren - fire 3 shots a day, either does 2d4 flame damage or creates an incredible fireworks show for 2d6 rounds, chamber does not open, fires once per round range of 50
Viewing all 2174 articles
Browse latest View live




Latest Images