Showing posts with label Gonzo. Show all posts
Showing posts with label Gonzo. Show all posts

Tuesday, June 12, 2018

Garden- 20 Alien Drugs

[1] Xalian Eye Drops
Only work on Xalians, in which case they grant a feeling of euphoria and make everyone and everything the Xalian sees look more colorful, friendlier, and more beautiful. If someone other then a Xalian takes one, causes the eyes to pop out of their skull and the empty eye sockets to leak blue fluid like a faucet until they die of dehydration within 1d4 hours.

[2] Bottled Smoke
Created by trapping smoke from naturally occurring bonfires on an alien world. The smoke within must be released underneath your nostrils and breathed in. Makes your entire trachea an erogenous zone, making each breath pleasurable.

[3] Raka Spine-Sticks
Inserted into the spine and other vital points similar to acupuncture. Causes relaxation, improved flexibility, and slight liquefaction of body tissues and bones, letting users squeeze into tighter places then normal and take -1 damage from blunt weapons and fists. Repeated use leads to internal organs moving around and losing form.

[4] Illuminated Dust
Bright white dust that glows whenever it moves. If mixed into water it creates a nicely glowing lamp. If this glowing water is drunk, causes some stomach aches followed by flashes of insight and an increase of intelligence, along with a soft glow and pleasurable glow from inside the user's bladder. Lasts for as long as they can hold it.

[5] Glove of Ceaseless Pleasures
Scaled glove with unique texture from a world with a unique leather made from the skin of a worm-leaf. If a special lotion is applied to this glove AND THEN on the skin, creates a very pleasurable sensation and increase in sensitivity. Feelings of good health and warmth from all touched areas.
Once the glove runs out of lotion you can buy more of it separately, the glove is not used up from a rubdown session.

[6] Magic Sau
Chocolate-like substance shaped after a celebrity named 'Sau' from their world. Tastes a little sweet but with a bitter aftertaste. Ingesting some makes you see outdoor areas as looking wild and free, a wild river runs nearby, and the sky is always a beautiful sunset until it wears off. Often used by landscape painters for inspiration.

[7] Feel-Good Batteries
Batteries filled with an addictive electrical charge. Casual users lick the diodes, more hardcore users use jumper cables on their nipples and connect them to the battery. The jolt of electricity feels like it “stays” in the nerves and feels very good for a few seconds after getting shocked. Batteries have many charges and can be used over and over before losing power. Will eventually fry your nerves and inhibit fine motor control.

[8] Dragon Dance Powder
This powder is either snorted or twice as much is eaten to get the effects. During the drug's duration, the user feels invulnerable, powerful, confident, and extremely coordinated. However, they are compelled by a very strong urge to dance- the higher the dose the longer and harder the user dances for, eventually sweating it out. All attempts to use this drug as a battlefield weapon or to remove the dancing compulsion have failed. Those who take too much may die of exhaustion from extended intense dancing.

[9] Jooki Berries
Tiny white berries with addictive juice. Drinking the juice grants mental clarity and removes -1d4 psychic stress per bottle, but on any roll of 4 you become addicted to the juice and cannot lose stress without it. Withdrawl symptoms cause random psychic outlash and power usage, even non-psychics have weird things happen around them.

[10] Skintint Powder
White powdery substance used in makeup kits, a common drug for young women in Garden. Using the drug enhances the colors of the face or other applied areas. Addicts suffer from very low self esteem without the powder and facial peeling.

[11] Betsy Batter
Special batter used to fry meat. Fried Meats made with this batter are extra delicious and fattening. Each ration consumed made by this batter counts as 3 times as more filling, but the user also gains +1d6 pounds.

[12] Addictive Flame
Fire that burns slower then normal fire, but is enjoyable to feel on your skin. Still hurts you like normal flame. Burns with a whitish glow, kept alive constantly by being fed tinder and fur in small aired boxes for trading.

[13] Sch'Scitalr Energy Rings
Rings placed on your fingers, toes, tail, or other digits that give a pleasing energy pulse to the user to keep them active and focused. Described as caffeine without the crash. The Rings lose their charge over 3 days. Users find that after a few weeks of using the Rings they are lethargic and unable to be focused without them. Hardcore addicts of the rings will stack several on each finger or other protrusion to try and keep their energy levels up.

[14] Chattertooth
Very cold ice farmed from a glacier far up river from Garden- not from offworld. Each trip is exceedingly dangerous. Small bits of ice are held in the user's mouth, which lowers their body temperature to very cold. To some races it's an incredible thrill or even a way to calm down their normally hot body temperature, but to humans and many aliens it's just a way to get hypothermia.

[15] Spectral Bean
Psychedelic bean that makes the entire user's body glow random bright lights upon ingestion. Also gives hallucinations and feelings of euphoria. Those with psychic abilities are said to be able to astral-project while under the bean's effects, but have to risk overdosing to be able to project themselves more then a few feet from their body.

[16] Bogo Tablets
Fizzy tablets that are mixed in with liquids and drank to produce muscle relaxation and warmth.
They're called “Bogo” because they are always sold in two conjoined halves, each half being a single dose for a regular sized being. “Buy one, get one free”. Used common as a muscle relaxant, and also an unfortunately popular date rape drug.

[17] The Drug of Names
Considered a “hard” drug that must be injected. The user feels a sense of interconnection with all beings and automatically knows the most common names and nicknames of anyone they see. They blurt out these names when prompted; and the drug has found incredible usefulness identifying spies and gang bosses. However the drug has very negative effects on the user, including withdrawal amnesia, cataracts, and forgetting their own name.

[18] Losso Crystal
By crushing up and ingesting this crystal, users can find their muscles getting stronger and faster; adds +1 to strength/body and agility for three days after use. Continual use grows crystal in the user's muscles, which causes pain while moving unless MORE crystal is ingested.

[19] Wormy Jr.
This drug is administered via allowing a parasitic worm to enter the subjects ear canal. While it is within, the worm can speak to the subject and shed light on the memories and thoughts of other subjects as well as people in Garden in general, but an assistant must be present to pull out the worm before it consumes the host subject's brain. Wormy Jr. is a psychic phenomenon which can persist a few days after being extracted from the subject's brain. The “original” wormy was killed for not respecting its hosts enough.

[20] Clown Spritz
Spray used on the back of the tongue to improve charima and reaction checks by +1 during its effect. Also gives a great immunity to practical jokes and the ability to pull them off flawlessly. Overuse of the drug leads to enlarged feet, a large red nose sprouting, pale skin, depression, and an inability to communicate without honking. Largely considered to be an urban legend.

Wednesday, May 16, 2018

Garden City General Encounters

[13]
[1] Giant Electric Thrips (2 HD, 1d6 electric shock attack, attack can chain to adjacent person up to three times, can climb)
Number Appearing: 1d4

These giant bugs crawl up the sides of buildings and use their long antennae to drain and feed on small amounts of power from light and electricity fixtures. They glow dimly depending on how much they have charged up, sometimes the alleyway they hide in can glow bright enough to be visible from the street. When fully charged the thrips can mate and unleash a 1d8 electric attack.

[2] The paperboy runs by and shakes you down for a dollar for today's paper. News is bland as usual, but the paper contains 1d4 useful rumors in the classified section.

[3] Hover-limo floats by. If the party looks professional or well dressed, the person inside may invite them inside for a ride and to discuss a business proposition. If the party is especially ratty or poor looking, the rich person inside rolls the window down a crack, throws out 1d10 glow-in-the-dark bucks, and then drives away with an evil, mocking laugh.

[4] Bloodsucking Ivy (3 HD, 1d4 blood draining thorns, attack entangles, takes x2 damage from fire, immune to damage from firearms)
Number Appearing: 1

This predatory ivy-like plant appears green when inert, but quickly turns red when it attacks. The ivy entangles people and sucks blood out of them. Due to literally being a large number of ivy vines that animate and attack people, it can't really be shot with bullets and must be fought with melee weapons, fire, and psychic abilities. The bloodsucking ivy is the reason many sweeps carry machetes, spades, or sharpened gardening sheers. Usually places where this ivy lives contains the bones of small animals caught in its grip, and only rarely do they get big enough to attack the residents of the city. Because it is stationary once you escape its grasp or know where it hides it is easy to avoid.

[5] Two small bands of orange alien lemurs are fighting it out in a deserted street or down a wide alley. As long as the party doesn't interfere or make any noise, the lemurs will battle. The lemurs fight by jumping at each other, aggressively posturing, and flicking scented hormones from their tails at each other. If a lemur is captured or the fight is interrupted they'll scatter; but you can sell a lemur's scent gland in their butt for 5$ and sell the rest of the lemur for meat at a meat stand for 2$

[6] Sidewalk Sam/Sally (1 HD, 1d6 knife, 3 armor AND psychic resistance)
Number Appearing: 1 or 2

Sidewalk Sams/Sally are psychic manifestations of pedestrians, forgotten faces, and the feeling of being followed. Some powerful psychics create them to stalk and attack their foes, and others unintentionally create them by remembering faces of passersby. Sidewalk Sams/Sallys look like normal people that attack immediately if you acknowledge or try to speak to them. They're not very common or strong, but their bodies are made of smog and they “bleed” small amounts of vapor when injured.

[7] No matter where you are; a dance floor made of wooden boards and music blares from a gramophone accompanies 1d20 folks dancing to swing. If you join in, each party member that dances should state their dance moves and the one with the best dance moves gets to roll a reaction check. If successful; you bump into a powerful character from a random district of the city at the party and get +1 clout with them.

[8] There is a small shrine set up here with several candles, flowers, and sunshine drawings to a dead man or woman. Also along the shrine their gun is hung, though without bullets it still works otherwise. There is someone tending to the shrine, but you could steal the gun if you're quick.

[9] Samurai Hobos (2 HD, 2 armor, 1d8 scrap swords and 1d6 scrap shortbows)
Number Appearing: 1d6 + 1

Several homeless people have joined forces to steal from Garden's residents in this area. Not quite large and influential enough to be a gang, plus they just rob and kill everyone they get their hands on instead of a normal gang racket. Do not roll reaction check; they simply jump from the shadows and attack, wearing suits of scrap metal armor and their hands on large scraps of metal sharpened into swords.

[10] 1d8 wild hogs escaped from the pig farm and ended up here. They root through the trash and soil of the front gardens of the nearby homes, looking for mushrooms. Each hog could be sold whole to a butchery for 10$, but the more you sell the more heat you'll gain from the butcher's gang without paying your meat dues.

The hogs may get aggressive if the party members disturb it; Treat them as wild hogs.
Wild Hogs (2 HD, 1d6+1 tusks, +1 armor)

[11] Film crew recording some staged performance about love and drama. If the party is being followed by [12], then it has a 1 in 4 chance of appearing at this moment. The camera crew will film it and launch the party into action movie hero stardom.

[12] Slasher (2 HD, +1 HD per victim close to party members killed, nearly unkillable, 1d10 brutal melee weapons like hatchets, swords, or power tools)
Number Appearing: 1

Slashers are people in Garden who have tapped into the power of fear and violence to give themselves more power. They slowly lose their minds as they put more and more of themselves into a murderous, silent persona. Each person they kill grants them power over those close to the victim, as well as letting them absorb some of their lifeforce and extend their lifespan. Whenever the slasher is killed, their body disappears in 1d4 turns as soon as it is not being watched, even escaping from locked and guarded rooms or airtight containers. Eventually they will return, regain their strength, and stalk the night again.

Unlike many of the other dangers of Garden, Slashers are almost always people who have chosen to become them to gain immortality and feed off the life force of other citizens of the city. It is for this reason that Slashers are hated and presenting a valid Slasher token (an article of their appearance that is always constant regardless of their incarnation) gets you paid $100. However it is almost impossible to hunt down and kill a Slasher, as they are the ones who do the hunting.

[13] Arrogant purple-skinned antelope Pyrokinetic psychic with bat wings where his ears should be wanders into the party. He has three tiny wisps of fire vertically suspended between his horns. If he senses a psychic in the player's party he demands they engage in a psychic contest with him so he can offload his psychic stress onto them.

Arrogant Pyrokinetic (2 HD, 1d4 derringer stuffed in pocket, can fire 1 damage wicks from between horns at start of a gunfight, starts with 1d6 Psychic Stress)
Major/Minor Pyrokinesis

[14] Rusted hovercar drives by slow, with their lights off, before unleashing a hail of bullets. Save or take 3d6 damage from the flurry of bullets. The drive by will always be from the gang that you have the most heat with. If you don't have any heat with any gang, it will be a random gang that mistook your party for members of another gang.

[15] Saucy dame in a red dress walks by. Her eyes are bright like stars, her legs go on for miles and her neck doesn't quit. She also has two fuzzy horns and spots because she's a giraffe person. If you stop her she'll give you a business card to a club where she sings once in a while. If you roll this again, you meet a very noir private detective looking for her.

[16] Random worker strike at a small sweatshop factory. Workers are throwing rocks up at the windows and the guards on the rooftop aren't doing much about it. If you spend 1 clout you can get inside to talk to the big boss, or you can rally the workers with a reaction check and storm the place. If you end the strike or take over the factory whoever wins will reward you with 1d6x10 $ for your trouble.

[17] You see a very confused looking creature walking down the street, wearing clothes and trying to get a signal on his electronic pocket communicator. He's a new arrival and doesn't know anything about Garden yet. You could either trick him and get his valuables or you could show him the ropes and make yourself a friend.

[18] You see 1d8 troublemaking kids trying to break open a lockbox on the ground. They'll ask you to help them and split the contents 50/50, but only because they aren't armed and couldn't stop you if you wanted to take it from them. The box contains a single weird artifact, as though it was from a Locker beneath the city.

[19] You meet a street vendor. Roll on the Street Vendor Generator

[20] With a horrifying click, the power on this block goes out. Roll 1d12 on the Midnight Monster Table; you encounter it. The blackout lasts 1d20 minutes.

Thursday, September 28, 2017

Gonzo Derelict Ship Encounters

Dead ship giving off SOS signal
 Gonzo Derelict Ship Encounters
Roll 1d20

[1] An extremely primitive robot greets you in a very quiet voice. It lacks any form of locomotion; it all appears to have been damaged or removed a long time ago. It now comprises only of a sensor area/”head” and speaker. It asks you for your name. If any character responds with a name, either true or false, the robot will immediately shout “DANGER X YOU ARE IN DANGER!”. This makes enough noise to make one roll on the wandering monsters table unless the head is smashed immediately when the noise begins.

[2] Within a small housing unit or kitchen. There is a very large vat or pot that contains a strange, squirming blue liquid. It's a gigantic amoeba, though only about the cize of a very fat house cat. It is extremely slow but also hungry, and will follow the party in an attempt to digest them.
It cannot digest anything it can't fully encapsulate. Only a little green man, a young child, a pet, or someone in the fetal position could be eaten by the creature. If fed any organic material and led around it may become a pet.

[3] Gravity Distortion! The ship's artificial gravity is messed up in this area. Roll 1d8
  1. Gravity is normal (down)
  2. Gravity is reversed (up)
  3. Gravity is off
  4. Gravity is localized; all pulling towards one random point in the center of the area. Tiny ball of soot, dust, and small debris float there as a 'core'.
  5. Gravity is 3x heavier. All exploration is slower and acrobatics are extremely hard.
  6. Moon Gravity- much lighter. Everyone moves faster and can acrobatics with ease.
  7. Gravity is set as to whatever is most useful for the highest Charisma character.
  8. Gravity is whatever is most debilitating for the lowest Charisma character.

[4] Roll on wandering monster table. That group is all here, but dead.. The only injury they all share is two tiny holes in the head. Look peaceful.

[5] Armory found! Either the ship's old security station or a private collection from a paranoid crew member; this armory contains several weapons. Roll 1d6 once for each party member.
  1. Laser pistol. 2D10 shots on battery
  2. Laser rifle. 1D10 shots on battery.
  3. Energy Sword. (deals d6 + burns)
  4. Personal Force field. (absorbs 8 damage before needing a recharge)
  5. Pack of batteries, offering a full charge. (pistol = 20, rifle 10, force field 8)
  6. Energy Disk Grenade. (Thrown like frisbee, deals 2d6 damage to all in radius, only used once because explodes)

[6] Small bedroom or office. Floating in the center of the room is what appears to be a tiny ball of light, orbited by colorful orbs and tiny stones; it appears as a miniature solar system. If any of the party members touch or block the movement of any of the stellar bodies; several tiny star-destroyers fly from several of the planets and bombard them with tiny lasers and bombs.

Tiny Cruisers (2d8 appearing. Successful attack rolls only deal 1 damage, unless AoE attack. Each Cruiser only has 1 HP. The whole fleet deals d4 damage in tiny weapons to each party member. If there are less ships then party members instead it deals d4 to each of the closest party members to the ships.)Capital Defense Cannon (Only one, appears only on the 2nd planet from the star in this system. Seems to be homeworld; the dark side is totally glowing with electric lights. If party member gets close to this planet the cannon fires, dealing d6 damage in cataclysmic damage. Can only fire once as a trap.)[7] Gigantic pile of alien pornography and smut. The top layer contains human stuff, but as it goes down the female creatures become more and more alien and exotic. Any type of alien that exists in the setting can be found in the Xenoplayboy pile in 1d6 minutes.

The pile of pornography is probably not worth much except to a huge pervert.

[8] Airlock system with 4 functioning space suits still within. Outside the airlock are several astronaut suits, still floating on their taglines. Closer inspection reveals corpses inside each one, perfectly preserved without bacteria or flies to decompose them. They have little of value except the tools they hold and their suits.

10% chance each time you go out here a strange cosmic radiation wave reanimates the dead into vicious astronaut zombies. Maybe be smart enough to try and cut the tag lines or break the oxygen tanks of your characters.

[9] You find a hidden storage locker containing 'human suits'. Artificial skin, compression plates, even mechanical muscles in the face and eyes to have the illusion of emotions and facial expressions.

There are spots for 6 of them, but 2 are missing. At least two human survivors or characters on the ship are actually aliens in disguise. Your alien party members could also put these to use as well.

[10] You come across a freezer or refrigeration unit. Several chains, police tape lines, duct tape and other binders are trying to keep it closed. It also has the words 'DANGER KEEP CLOSED' written along it hastily in paint.

If opened, a Mollobster jumps out.

Mollobster (2HD+1, d4 tentacles, d6 claw, slick froth, AC +4)
This creature appears to be some rare cross between a mollusk and lobster; attacks with tentacles and large claws. It spews a slippery froth from its mouth, causing clumsy party members to fall to the floor.

It attacks hard and fast, and its shell is extremely resistant to damage. It seems very aggressive because it has eaten almost all the food that was in the fridge with it. If killed and eaten it tastes absolutely delicious. The shell can be made into a small piece of armor that grants +1 AC. If captured alive, can be sold to a gourmet chef for several hundred credits.

[11] Advanced simulation chair containing a starving human gamer within, still alive and moving, but only in the context of the simulation. He's been trapped inside there for who knows how long, and been getting an IV drip and insulin from his own cruel AI.

The AI is not self aware or disobeying its owner; the owner simply programmed the AI to not allow him to leave without beating the simulation. However whatever caused the ship to get ruined also messed up his game, causing it to become much harder. 1D4+1 remaining mind-jacks allow the party members to enter the simulation if they choose to.

The simulation is a war game. The simulation follows a large medieval kingdom under attack by extremely advanced aliens. The kid has been running through it and failing again and again trying to unite the medieval people to be able to fight their superior enemies.

Combine the intelligence of all party members jacked in + 16 for the kid. If the total >50 you win the simulation in 1d6 hours. If the total is >70 you win in the first round. Party members are trapped if not intelligent enough to succeed the simulation.

If simulation wins; the kid will join you. He starts as a level 1 specialist with good skills in programming and hacking, plus he knows the layout of the derelict.

[12] Radiation is leaking from the engine or nuclear weapons in this part of the ship. The area is somewhat dangerous but most space-suits or medkits can make someone immune to radiation.

If more then 2 turns or twenty minutes are spent here, the party will encounter 1d6 Giant Cockroach men, made from the radiation. You will encounter another 1d6 each ten minutes further.

Cockroach Men (1HD, 1d4 bite, AC +2, 50% chance to not die when reaching 0 HP) The cockroach men will use any weapons they found, but aren't smart enough to reload or repair them.

[13] Robotic police enforcers have been set up in this area. The robots do not have any lethal weapons, but do posses tasers and pepper spray. Their criminal scanning systems have been compromised after the lawlessness on this station for the many years of looting, now even simple acts of aggression or picking up dropped goods count as theft. The police bots will do this to both party members and enemies, but will also follow anyone around that seems the most latent criminal.

Law Bots (3HD, nonlethal weapons only, AC +4)
The law bots will pepper spray and taser anyone who attacks them, but cannot fight back harder then that and could be destroyed by continued assault.

[14] Hologram generator. It creates holographic copies of scanned into it, including party members. The holograms last for 1d8x10 minutes divided by the number of holograms.

Intelligent enemies can also use this to make themselves appear like there are more of them, or some other clever trick like fake equipment on the ground for a trap.

[15] Small group of survivors hiding out in a storage container. They are snacking on a couple of deep-dehydrated rations. The survivors have a 50% chance to be here from when the ship was originally here, or they are another group of scavengers who were trying to raid the ship too but got trapped.

They are neutral in temperament, or make a reaction roll. Add +1 to the roll if the whole party is human.

[16] Part of the ship is seemingly in great repair. Artificial gravity and oxygen is perfect, and the walls even appear clean and smooth. The ship is repairing itself here, metal slowly bending back into shape, wires and cords fixing themselves. Anyone that damages the ship here, even indirectly, is subject to the security system's wrath.

There is also a stuck door, that must be forced open to find treasure inside. Will trigger alarm.

[17] An insane man growls at your party like an animal. He's defensive, prefers to run instead of fight but is naked and doesn't appear to have any intelligence.

The next encounter you roll, add in a two legged dog that speaks and appears very concerned. He claims he was body-swapped with his dog. This is true, but if he finds out you killed his old body he will be very angry, attacking the person responsible. However even if found alive, it seems unlikely that he knows how to switch.

Regardless, if friendly enough the dog-scientist will join your party.

[18] Four men cower in four corners of a large and comfortable living space. The entire room is covered in blood, blast marks, knife cuts, and other symbols of damage. The four men say that they are only allowed to leave if they kill each other.

The men usually argue about trying to work together, but will eventually start fighting regardless of party intervention, end up dying. When all four end up dying, a subtle mist descends on the room and make the corpses shamble back to their starting positions, restores their wounds, and makes it start over again.

Each cycle plays a little differently, but all the men usually end up dying within an hour and a half or so. If their bodies are removed from the room the fog will travel outwards and eventually try to reanimate the corpse. If taken away or blocked somehow, instead the cycle will continue with only three men.

[19] Praying mantis like alien being that has developed god-like powers over everything within a single room of the space ship. The entire room hums like a rainforest and the floor is a giant leaf. He is currently engaged in intercourse with several females of his species.

The door will fade away and be nearly impossible to find again without either gaining the mantis-god's favor or killing him.

[20] Cryogenic freezing room. There are three kinds of tanks here; ones with a gray or dim light to show the subject with is dead, ones with a blue light to show subject is alive and will return to normal when unfrozen, and finally tanks with red lights indicated that the subject will go berserk when frozen. There is no obvious instruction showing what the colors of the light means, it must be learned by trail and error.

In this room are 1d4 Dim light tanks, 1d4 Blue tanks, and 1d6 Red Tanks. A small button on the far away console is an 'all clear' button; opening and unfreezing all the tanks at once.

There are spots for 1d8 other tanks that appear missing. They are hidden around the ship, but without lights above them there is no way of knowing what their occupants are like without unfreezing them and finding out. When you open a tank, roll 1d20 on the Cryogenic Statis Tank table.

Wandering Monsters
Roll 1d6 for a wandering monster
(1) 1d8 Space Pirates (1HD, +1 To Hit and AC, d6 general laser weaponry. They like to gang up on people and are cowardly.)
There is a 50% chance one of them is carrying a heavy laser gun (d8 damage)
There is a 50% chance one of them is a medic (can heal another pirate 1d6 HP per turn)
There is a 50% chance they have a robot with them (extra enemy, 2HD, +3 AC, fists only)
(2) 1d4 Psychic Wraiths (1HD, 1d4 psychic lash, takes no damage from physical attacks, takes half damage from energy weapons, cannot hurt robots or psychic 'blanks'.)
The Wraiths are leftovers from when the ship wasn't a derelict. The can be destroyed with enough energy attacks, psychic attacks, or can be put to rest by completing a task the ghost wished to complete when it was alive, but this is difficult if not impossible to determine.

(3) Nanobot Swarm (1HD total, +3 AC, each attack except for AoE only deals 1 damage to swarm, swarm deals d4 to everyone in it.) Tries to rearrange the molecules in the party's bodies. 
(4) Lobotomized Chimpanzees (1d6 appearing, stats as goblin but can throw disorienting blasts of psychic energy).(5) Security Turrets(1d4 appearing, 2HD, cannot move but can swivel 360 degrees. Fires 1d8 heavy laser at -1 To Hit)
Placed at hard points around the ship, you can usually avoid it by just moving around it, or disable its targeting systems by finding security chips off of corpses and implanting them.

(6) Clone-Vat Men (1d10 appearing, 1HD, no armor or weapons, 1d4 bites and scratches.) These vat men all appear the same, clones that come out of a few large cloning vats at one point in the station. A simple science check will reveal that the clone men come out every 2-4 years as the clone station auto-attempts to repopulate the ship with useful technicians to repair the damage, but without any educational material or people to learn from they become feral instead. If one of them could somehow be trained they would be revealed to be very naturally talented with machines.
What's in the Cryogenic Stasis Tank?
Roll 1d20
  1. Extremely strong human body builder, freakishly flexible along with it.
  2. Alien bounty hunter still armed with plasma gun. Very trigger happy.
  3. 2d6 Raccoons, all hugging for warmth.
  4. 80 year old man identical to the Clones. Has multiple stab wounds from where his DNA was extracted during his cryo-sleep.
  5. First appears as a mutant, actually a man with a tremendous amount of body-modifications including horns, claws, eyebrow ridges, scales, etc.
  6. Brain on a metal pan. Will jump at anyone with a Wisdom of 7 or less; trying to wiggle into their head to control them.
  7. Several thousand cockroaches bust out, the pod was packed to the brim with them.
  8. A skeleton. If the cosmic ray from [8] has occurred; this skeleton will also animate.
  9. Forty bottles of space cola, stored here to keep them icy cold and fresh.
  10. A Calico Housecat. Collar reads Princess
  11. Young, nubile naked blonde women. First thing she says “Do I really need to pose like that?” before she realizes where she is.
  12. Three extremely skinny mutants, all pushed inside the same pod. Spots on their skin have been marked with X's as if for later surgery or study.
  13. Service droid. Because it is not organic, it has been aware this entire time while frozen. Its memory banks contain the only constant account of what happened on this ship, but only from the perspective of a tiny glass window and the noises outside it.
  14. Man with a massive piece of metal stuck in his head. He screams constantly; he was frozen for later surgery. He dies within 1d6 minutes of being unfrozen.
  15. Several high quality stakes of a delicious creature that has been eaten to extinction.
  16. Violent space alien that lays eggs in dead bodies. Runs and stalks the party instead of fighting directly if it can.
  17. Station Sheriff. Armed with a laser revolver (1d6+1 and +1 to Hit) and a security clearance badge that gives whoever wears it clearance + clearance to everyone traveling within 10ft of wearer.
  18. A chimpanzee, not yet experimented upon.
  19. Appears empty, but releases a faint cloud of reddish smoke. Was actually filled with frozen Neon gas.
  20. Fourth dimensional being. One of its 'fingers' was stuck in this tube.

Saturday, September 2, 2017

5 Kinds of -digo Monsters

 5 Kinds of -digos
For OSR Adventures

WHENdigo – (2 HD, +2 to hit on first round, 2 claw attacks at d6)
AC- 14 on the first round, 10 every other round
Number Appearing- 1 or 2
Morale- 14 on the first round, 8 every other round

Every turn the WHENdigo reverses time on itself, giving it all of its original stats. Hit dice are rerolled and all benefits of 'first round only' are played again. If counterspelled, silenced, or somehow prevented from turning back its time the Wendigo must make a morale check.

WHEREdigo – (2 HD, 2 claw attacks at d6)
AC- 12 + 1d6 to either melee or ranged.
Number Appearing- 1d4+1
Morale- 12

Every round, the WHEREdigo can freely shift around the area it is fighting in. If attacked by melee or ranged weapons, it can choose which one to gain a +1d6 bonus to AC for that round against that type of attack only. It can also strike anyone even if hidden in the back line and can ignore shields.

The WHEREdigo cannot be caught if it flees from battle, it easily disappears.

WHOdigo – (2 HD, 2 claw attacks at d6)
AC- 12
Number Appearing- 1d6
Morale- 14

Every round, the WHOdigo changes appearances with another creature on the battlefield. During the thick of combat, it will be impossible to tell if it is a real person or a WHOdigo you stand besides. WHOdigos are well known for being masters of bluffing; they may keep themselves appearing as monsters so you attack your allies thinking they are actually the WHOdigos in disguise.

These monsters will always surprise the players, appearing as a friendly NPC or different group of monsters before leaping out and attacking.

WHYdigo – 2 HD, 2 claw attacks at d6, 1 philosophic attack that must hit to take effect)
AC- 13
Number Appearing- 1d4+1
Morale- 12

Every round. the WHYdigo may make an attack of philosophy and introspection against a target. The attack must be successful vs AC and the target adds their Wisdom modifier instead of Dexterity modifier to their AC. If the attack is a success, the party member finds little reason to take any action at all and instead is stunned, unable to perform any action for their next round.

WHYdigo tracks seem aimless and random, following them will not lead you to the WHYdigo or their den. WHYdigo dens are areas in space that don't make sense, bigger on inside then the outside.

HOWdigo (2 HD, 2 claw attack at d6 that deal random elemental damage)
AC- 13
Number Appearing- 1d6
Morale- 12

The HOWdigo can, once per battle, perform some impossible feat. Be as toughly armored as plate to bring their AC to 18 for a round, get +6 to hit, deal 1d12 damage for their claw attacks, teleport, possess someone, transform into something else, and so forth. Limits the effects to a 3rd level spell effect or lesser, and each HOWdigo can only do one 'thing' per combat.

The HOWdigo's body is in a constant state of flux, and can often stand on things too soft to support their weight. Their claws shift between boiling hot metal, frozen bits of ice, crackling electric talons and so on with each attack and swing, letting them deal a random element of damage.