Thursday, May 23, 2013

Mekton Zero Kickstarter

Well it looks like Mike Pondsmith is resurrecting one of my favorite systems of all times! Mekton is trying to come back! Very cool stuff! Lets look into the video. 
 From The Kickstarter: 

"Hi. I'm Mike Pondsmith, head of R. Talsorian Games. You may remember us from our games like Castle Falkenstein, Teenagers from Outer Space, and, of course,Cyberpunk. And in case you haven't heard, with the upcoming Cyberpunk 2077video game, we're now back on the block in a big way.
But this time, I want to talk about Mekton.
Mekton was the first game I wrote professionally. I've always had a soft spot forMekton, even more, believe it or not, than I do for the other game I'm more well known for, Cyberpunk.
Mekton was the first giant mecha game ever to come to the United States."
  • Back then, I had to teach a lot of people about a unknown Japanese concept and get everyone up to speed.
  • Now that anime is all over America, I can take the training wheels off Mekton.
What's Mekton Zero?
  • Mekton Zero is the RPG my friends and I used to play even before I published the original Mekton One. That's why I call it Mekton Zero, because it came before the published edition.
  • Set in original Mekton game world of Algol
  • A group of refugees from the ancient Bendari Empire established a colony on the edge of known space.
  • Now centuries later, rival factions fight with giant robots called Mekton for control of the planet.
    The Map of Algol
    Sounds good so far but lets find out more about the planet! 
    A world based entirely around mecha.
    • Hundreds of military and civilian models
    • Sophisticated mecha “supercars” and experimental types.
    • Super cool police, rescue and firefighter mecha,
    • Cowboy mecha ride the range herding dinosaurs
    • Hunter meks fight Godzilla-sized monsters
    • Fisherman meks hunt battleship-sized sea serpents
    • Explorer meks seek lost civilizations and uncover alien threats
    • Titanic factory mecha build cities and tear up mountains for raw materials, guarded by mecha armies.

    Alright you had me at Dinosuar herding!

    Wonder how the character generation works? 
    Zero is designed to have everything you can cram into an anime-based role-playing game.
    • Gone beyond Lifepath system pioneered in the original Mekton and Cyberpunk.
    • Character roles are designed make you a classic hero or heroine right out of a robot anime show.
    • Character generation is fast, big on style and feel instead of numbers, and surrounds you with a supporting cast of interesting characters.
    We apply the same process to your Mekton.
    • Pick one from dozens of base models (with more to come).
    • Customize yours the way you want just like a real-life mecha designer.
    • Your mek has a history, background and unique quirks
    • Learn KATAS-- combat moves to turn your suit into a weapon right out of a mecha-fighting game.
      Here's a sample character sheet from the game!
      Prototype Mekton Sheet Page 1
      Prototype Mekton Sheet Page 2
      Want to know more?! Go over to the kickstarter right over HERE
      Bottom line- This is a slap dash fun little read. Giant mecha robots and dinoherding. Interstellar planets, and incredible mecha action. This is one to watch. 

Wednesday, May 22, 2013

Anatomy of a Lovecraftian Space Creature For Your Old School Science Fantasy Campaign

Introduction 
I've been asked to go over the options for creating a child of the Lovecraftian stars. there are seldom more dear monsters to my hear then the creations of Lovecraft's circle of friends and fellow writers.  I started when I was thirteen years old when I discovered the works of HP Lovecraft in the back of a Famous Monsters of Filmland magazine. I haven't looked back since. The fact that Lovecraft's works are now in the public domain are icing on the cake.

Children of Azothoth 
 
Though out the centuries its really the Outer Gods that a space based game should really look at. The works of  Lovecraft detail quite a few of these gods along with their attendants. You can find most of these right HERE
 Recently Gorgon Milk featured a collection of the older Lovecraftian creations from the halcyon days of our hobby. Most of these were for 1st edition AD&D and OD&D. These can easily be adapted into your favorite retroclone with little to no problems at all.  you can find that over at his blog HERE

Aftermath of Goblinoid Games. 
 Last year Goblinoid Games came out with a fantastic Lovecraft book called Realms of Crawling Chaos and  I use it quite often to create any number of game monsters.
 


In many ways the book was a game changer because its take on Dark Fantasy broke the usual Chaosuim mold. Get that one right over HERE
The fact is that OSR produced another book along with this one that brought home some very dark fantastic ideas.  Yes this one.
Carcosa (Print + PDF)

 Carcosa was a game changer for me and gave me the opportunity to really get some weird stuff out there. Again its another that I'm still using. Get it right over HEREDavid Baymiller does his own versions of  some of the classic Mythos races and monsters. these are already set up and ready to go. You can find all of them on his page HERE 
Terminal Space also has the Mi Go as a playable PC Race HERE
It should not be forgotten that the 1st edition AD&D books had ton of Lovecraftian monsters that can be adapted to your game. Gibbering mouthers, mansized slimes, and much more are all from your AD&D Monster Manual And the Fiend Folio 1st edition. Go to town.

Ten Rules For Creating Lovecraftian Monsters 
  1. The weirder the better. Players are going to each and every race that Lovecraft and his friends created. Design variations on all of the existing Lovecraft monsters. 
  2. The verious mythos monsters existed in cycles of Earth's history. Be sure to slip one in of your own creation. There is a ton of room to adapt! 
  3. These are alien races inimical to mankind. At best they should be avoided at all costs and at worst they will destroy your PC or change them forever. They're desires and actions shouldn't be understood by the players at all. 
  4. Energy beings are completely dangerous and very unpredictable! Read the Colour Out Of Space! These beings infect anything that they encounter. They're going to always taint anything they come in contact with. Mutation checks and insanity should abound. 
  5. Chaosuim and Call of Cthlhu set the standard for playing with the Mythos in rpgs but they've also created very rigid sets of creature rules. Break those tropes that players are expecting each and every time they encounter a deep one, shaggoth, or anything else. 
  6. Each and every encounter with a Mythos monster should be memorable  There is no such thing as a minor Lovecraftian horror. Each and everyone is an NPC of very alien design. Don't be afraid to leave technology that PC's can't figure out or that kills out right. 
  7. The PC's should be aware that any encounter with the Mytos means something. There isn't simply another deep one. There's a deep one because circumstances have forced them together. 
  8. Insanity is a DM's friend! Don't be afraid to smear on the horror and depravity of the Mythos. Cults should be oozing it. Murder,body parts, problems are all run of the mill stuff when encountering the mythos.
  9. Entities have cults and those cults are dangerous, murderous psychopaths that are  looking to kill your PC's. Don't be afraid to throw in a murderous cultist or three if it means more conflict. 
  10. Mythos encounters  leads to more encounters in space. Because in space the final power is Azathoth and you don't want to piss it off. 



Up on The Dark Corner Blog : Further Meditations and Thoughts on NOSFERATU: PLAGUE OF TERROR Part III For Your Old School Horror Campaign

Photo: Very moody splash page by Rik Levins and Melissa Martin Ellis from the upcoming NOSFERATU: PLAGUE OF TERROR ebook.

The Taint of  Orlock spreads  through out the ages and once again!  I put pen to paper and shed light upon the face of this monster stalking the ages kids!
Take a look right over HERE

Monday, May 20, 2013

Terror Tuesday - Free Post Apocalypse PDF - Thirty Sider Apocalypse: Urban Encounters

Thirty Sider Apocalypse: Urban Encounters
Fish Wife Games once again brings the awesomeness with a Free 

Thirty Sider Apocalypse: Urban Encounters PDF
You can down load it right HERE
The Description  From Drive Thru Rpg : 
As the player characters wander through the wastes of a ruined future world the GM suddenly pulls a dusty old artifact from his dice bag. The players lean forward and stare with curiosity. “What is that thing?” One is brave enough to ask. Grinning, the GM gives this mysterious, long forgotten object a roll. Thirty Sider Apocalypse is a series of free random charts that incorporate that must have oddity of the dice bag, the 30 sided die.
This first installment of the thirty sider apocalypse features a random chart of encountered characters, creatures, and events that the characters might stumble across as they wander through the remains of a once proud major city.


How To use The PA Urban Encounters:
This is a great opportunity for a party of adventurers to run into something weird bizarre or just plain freaky. The pdf has some great ideas for filling in some encounters for a PA game like Mutant Future or your favorite sci fi retroclone.
The tables here could also be used to fill in some truly unique away team missions for your favorite science fantasy game. The players wander around a war torn planet and the DM throws his favorite D30 and the party isn't going to be the same.
The table could also be used when a fantasy game finds its way onto another plane and you need a quick urban encounter.
With the high handed nature of  Mutant Future and its environs. This is a great table to throw at the players. Simply clamp on your favorite mutant race into the encounter table and your ready to go. 

The table has a myriad of uses if the DM is willing to roll that D30!
Enjoy folks and be sure to check out the rest of Fishwife Games great products!
Right over HERE

Free Thistle Basic Basic Hand Book - Do You Dare To Dream? Review And Commentary


Get Your  Free Copy Right HERE
The Description According To The Drive Thru Rpg Entry:
Thistle Games' RPG Handbook ~ Getting Started and RPG Handbook have a lot of detailed information for young adults, parents, GMs and those who want to organised groups. However, for a 13 year-old jumping straight into the main features of building RPG gameplay is always going to be more appealing.


The introduction to Do You Dare To Dream? largely repeats the beginning of the Getting Started guide. From there the content is presented as a series of models; options for Getting Started with solo play; and the means to knit together a GM's first dungeons.

Some extra images have been added to the mix of existing content and the rough framework for solo play in the Handbook has been worked up to fit around a series of tables that are print ready for easy re-use. A complete RPG system is not provided, but the nuts and bolts to quickly run a very simple system are in Getting Started - and Renegade is also available for free to provide a full system.
That said Do You Dare To Die works with any fantasy system and can be adapted to Scifi.
The content can be put to use in a number of ways including:
  1. Trying out RPGs using solo or team gameplay.
  2. Making your first dungeons.
  3. Constructing custom tables.
  4. Recruiting new players and GMs.
  5. Building mini-campaign worlds and hex crawls.

     How Can I Use This For Old School Science Fiction Gaming? 
    This book contains the very basics for construction of mini locations,dungeons and hex crawls the ever so important foundation of science fiction or fantasy gaming. 
    Using this basic book its very possible to construct complete worlds and adventure locations in a quick and reliable manner. The fact is that a DM sometimes needs a snap to way of constructing everything from basic encounter tables to organizing their campaign. This book is not a replacement for your old school fantasy or science fiction gaming system. It might be if that's what your looking  for but instead for a DM like myself this is another retroclone enhancement.
     The Advice on recruiting new players is good for both the experienced and basic DM who just is starting out. Dave Morrison has quite a bit of experience with designing these rules and advice and it shows up right through here.
    The 
    Building mini-campaign worlds and hex crawls is where the book shines in my mind. These hex crawls are the meat and potatoes of a game such as X plorers and Carcosa. Lets not mention a game like Stars Without Numbers which is a hex crawl on a galactic scale. 
    These rules are clear, concise, and easy to use. The art work is decent and not so unimaginative  as we've seen in other OSR products. 
     Since this book is a part of the other Thistle game family of products its easy to see the direction that the author wants to take us on. As a free product this is a very nice little product. Most of all its free!
     Be sure to visit Thistle Games home page for even more free stuff! Right over HERE

Sunday, May 19, 2013

Ecology Of Dave Hargrave's Star Spider For Your Old School Space Opera



A modern reference guide to the space spider and much more "The Arduin Eternal Bestiary And Treasures book. 

Marcus Orearlus addressed the floor of the college of Alchemists and Elementalists. "Ladies And gentle brothers of the Holy Corporate Empire. Nineteen of our best hyper space carriers have been destroyed. The burnt corpses of some of our best and brightest astronauts  have been found aboard. The counsels of the empire are meeting right now and the slaughter shall continue unabated unless we know our enemy. I tell you now it is not life as we know it! 
This is not a new enemy but a very old one that we face! The Space Spider has stalked us through the ages! We must beware its tendrils and its eye that burns with the light that never warms. I myself have heard the howling, sucking, roar of this stalker from between the dark of the stars. Observe the stellar scope for a three vi broad cast of the Ultra probe incident."
I refer you now Ladies and Brothers to World Space Commission Medical Department form regarding the status of one Captain Tony Cellini and the reports that are attached.  May the Gods themselves have mercy on his soul." 
"9 March 1996. At Alpha's Technical Section, Astronauts John Koenig and Tony Cellini and Professor Victor Bergman were working out the final details of the Ultra Probe, a high-profile deep-space mission to explore the then-newly discovered planet Ultra. This tenth planet, discovered by Bergman in 1994, showed every indication of being habitable. Both equally qualified, Cellini and Koenig could not decide which of them would command the mission. The two friends left the choice up to a coin-toss. Cellini won.
The Ultra Probe departed from the Interplanetary Space Station on its seven-month journey on 6 June 1996. Cellini and his crew (astrophysicist Doctor Darwin King, radiation expert Professor Juliet Mackie and medical officer Doctor Monique Bouchere) experienced no difficulty during the voyage. On arriving at Ultra, they marveled at its similarity to Earth and preparations were made for a manned landing. While orbiting behind Ultra—out of direct communication with Alpha mission control—the ship encountered a collection of alien spacecraft. No life signs were detected from any of the derelicts. By consensus, the crew decided to dock with one of the silent vessels.
As the airlock opened, there was an unexpected phenomenon—swirling light, raging wind, screeching noise—and King shouted to Cellini to close the airlock. Emitting a deafening electronic scream, a huge, vaguely octopus-like creature with prehensile tentacles, one blazing eye and a fiery maw materialised, filling the aft portion of the main module. When King attempted to seal it off with the emergency bulkheads, its incredibly strong appendages prevented the closure of the doors—which shorted out the ship's auto-systems. The crew's efforts to defend themselves came to naught. One by one, they were hypnotised into inaction by the creature, devoured alive, and their smoking remains regurgitated.
Cellini was trapped in the command module by the system failure. After a hasty repair job, he released the jammed door in time to witness the death of the last of his shipmates: Monique Bouchere. He fired on the creature, the laser beams bouncing off its armoured hide. Cellini retreated to the command module, pursued by the monster. Fending off the creature's tentacles with a fire axe, he sealed the doors. He then blasted the command module free from the body of the probe-ship to use as an escape craft. In a brilliant manoeuvre, Cellini managed to slingshot around Ultra on a return vector for home.
After a six-month journey, he reached Earth barely alive, sustained by survival rations and sheer courage. His accomplishment was soon overshadowed by the world-wide disbelief of his horrific tale of the alien monster. While recuperating in an Earthside hospital, Cellini was visited by one Helena Russell on behalf of the Space Commission Medical Department to evaulate his competency. From the start, the Italian astronaut poured on the charm, discussing diverse topics ranging from Father Christmas to his own sex life. When the conversation turned to the Ultra Probe incident, he became physically and verbally agitated. Helena was forced to order sedation as the hysterical Cellini pleaded with her to believe him.
World Space Commission executive Commissioner Dixon summoned Cellini, Koenig and Bergman to his offices on Earth. He stated bluntly that there was no evidence on the flight recorder of any 'monster'. He judged that Cellini bungled the decompression procedure, killed his crew and refused to accept the blame. When questioned, Bergman and Koenig tried not to implicate their friend, but were forced to admit there were no facts to support his tale—or refute it, Koenig cheekily rebutted. Dixon ended the interview by stating the ultimate fact was that 'space adventuring' was terrifically expensive. His overwhelming priority was protect the space programme from the financial ruin the probe's failure would bring. Dixon grounded Koenig and Bergman as punishment for their ‘misguided’ support of Cellini. The scapegoat himself was then sent for extended psychiatric assessment.
Time passed, and Dixon's tenure as commissioner ended. Bergman was again welcome on Alpha as a visiting scientist, and Helena was posted there as head of the Medical Section. In September 1999, Koenig was appointed base commander to resolve the Meta Probe crisis, and he transferred his friend Cellini back to Alpha's Reconnaissance Section. After the Moon's breakaway, all memory of the Ultra Probe incident was obliterated by their struggle to survive in a hostile universe—until Cellini's irrational behaviour on this night revived the controversy...

A summons from Main Mission calls him away from Medical Centre; waiting for him on the big screen is an image of a jumbled assortment of alien craft. Despite five years' time and a distance of uncountable light-years, Koenig uncannily knows it is the spaceship graveyard Cellini had described encountering behind Ultra. Further investigation reveals the main module of the Ultra Probe still docked with one of the derelicts. Koenig agrees to investigate, and Cellini feels redeemed. Helena, though, is concerned by Cellini's unnatural calmness.
Boarding Eagle One, Cellini tells Koenig he is going up front to apologise to Carter for his earlier assault. However, he again knocks Carter unconscious and hijacks the Eagle, leaving the passenger module (and Koenig and company) behind on the launch pad. He radios his old friend, informing him that the beast is his enemy and he must face it—alone.
Koenig's Eagle Two docks with the probe-ship; he and the Security team enter the main module to witness the epic battle. Cellini's lifeline is yanked free by the monster and the astronaut is devoured, his ravaged corpse ejected to lie by those of his fallen comrades. Koenig reckons the monster's weakness could be its massive, exposed 'eye', and retrieves Cellini's axe. Evading the flailing tentacles, Koenig dives in and, hacking away at the eye, slays the monster." 


 "From that incidents and my own research I have across several assessments. The Dragon Space Spider makes its lairs within the wrecks of space craft. It uses the wreckage as both lair and for procreation. These space craft become a web of hyper dimensional energy for these monsters acting as anchor in the local space time continuum.
These uncaring predators are gluttons feeding on as many victims as they can. They roast all of the life essence and vitality from their victims.
They have the characteristics of both dimensional shamblers and the dread Hounds of Tindalos.
 These beings use combination of psychic lure and assault to force their victims within range of their tentacles. The monsters mouth  orifice is like a blast furnace stripping a man to a burnt shell in seconds and absorbing the soul. The creature is a glutton feeding on as many souls as it can stuff into maul.
The creature is capable of moving across time and space within moments. It departure signaled within the span of moments by a light show of swirling lights and a rushing of wind, light, and psychic insanity.
This wind is accompanied by fog generated but both the creature itself and its body being suspended between our reality and else where. Some have sworn the Outer Darkness and others have said lower dimensional spaces." 


" These monsters exist in timeless dimensional limbo where the passage of time means very little and yet they can lay dormant for thousands of years. The beasts move along a terrasact of foamy dark lower realities. They often have several lairs along inter dimensional axis routes.
If you refer to page 42 of my report we shall exam the tendril strength of these creatures which is just as capable as a small "space kraken."  The most heidious power of these beasts is of course the so called Psychic Death Kiss.  These monsters once encountered can track prey that has escaped them years or months later. They act as sort of "paranormal murders" stalking those who have escaped their grasp. Sometimes upwards of ten years or more eventually the creatures will come for their prey."
"They're presence is denoted by a howling murderous roar and a soul sucking wind that is generated by the mouth of these monsters. Indeed their inner gullet is like an atomic blast furnace.
Please pay no attention to the magus high guard who have entered the meeting around you. "
 
Marcus Orearlus paused and sipped his water for a moment collecting his thoughts and paid special attention to Gelbrus Cronos the Elemental guild master in the front.
" As I have said I have had personal experience with these monsters. The doomed Argos mission encountered the lair of these beasts in late August three cycles ago when we were exploring the Pyrius sector.  Only myself and my late wife survived the encounter. The guild master himself authorized the expedition but I digress."
 "This is not the only species of the Space Spider that mankind has encountered. The Gods themselves have cursed mankind going back thousands of years and only recently has this species brought to light. Please observe the Tri di again." 
" These monsters are very similar to their larger brethren but only exist in a fixed point in time and space. They have been called by a psychic key of man or by placement by the Gods. They often patrol a territory of some 300 acres. These areas are always bathed in the same dimensional fog as that which is produced by their larger relatives.
They are far more dangerous and have the singular ability to calcify a man in seconds. The victim must stare the monster in its single eye for only a moment for the process to begin."
 


" Further research indicates that the victim is both alive and aware the during the entire time they are petrified by the monsters. They are locked in a state of torment and the monsters feed upon their very souls as time passes. The beasts have veritable garden of stone statues that they feed off of. Victims within this state can last ten to twenty years of time.
 
 "The medusa is a very stealthy hunter and able to sneak up its prey with its attack. A single glance and the very soul of the victim is frozen along with their flesh. And why the eye? Because it is the window to the soul.
 Upon our colony of Alphas II we encountered such a beast. 

 The medusa had been dormant for more then ten years within its valley. Cyber centurions working on behalf of the colonists disturbed the sleep of this monsters. We lost half a company to the creature. The results of this encounter are well known. Please see report 23 in your briefing" 
"Gelbrus Cronos the Elemental guild was also responsible for this outrage and only then did we learn that these creatures and their larger brethren have visited mankind many times in the past.
There was ruined temple upon the colony world and within its halls were indications that millions of years ago during the Atlantian period of these creatures were summoned to Earth with astonishing regularity. Because of the necro dimensional magic of certain Atlantian sects the fabric of space time was weakened allowing these creatures free access to the  Earth's space time. 
Most of these spells or psychic keys have been lost in the mists of time. However certain indications also point to activity of these monsters during the so called Twilight years after the Atomic Wars.
Also similar symbols were found within the caverns of Mars. Could ancient Barsoomian psychic rites have paved the way for these monsters there as well? Why even my own beloved wife sub combed to the lusts for the human soul that creatures exhibit. 
Gelbrus Cronos the Elemental guild is sitting upon such a symbol right now. Notice the lights beginning to dim my friend and that roaring that your hearing right now. I was also aboard the Argos. I escaped it you see but one never really escapes it. The dreams come. My wife knew that. Let me comfort you and tell you all about it in our final  moments together.This meeting is now over"
 The strange lights began to swirl and rushing got very loud indeed and the screaming began
 Notes 


The star spider is a high level monster from the Arduin Eternal line that has seen action within several of my campaigns. The star spider has been plaguing mankind for thousand if not millions of years. The creatures appeared to have interaction on planet ten and Barsoom.
  • There are three variations of the space spider and only to two are still viable at this time. The Barsoomian variation is extinct at this time. 
  • The Space Spider is capable of moving itself and its lair 1d100 light years in interdimensional space in order to reach its prey. The creature must have left a  "Psychic Death Kiss" upon its victim. Please note that only certain psychic abilities are able to remove let alone detect the kiss. Certain forms of expensive magic, psychic healing  or super science may remove the kiss from a victim. 
  • These creatures are related to Dimensional Shamblers of Lovecraftian Mythos. These beings do not get along at all and compete for the same food source. Mankind is so  much cattle to these beings.
  • These creatures are feasters of souls but their metabolic processes are so alien and mysterious that it is very hard to be sure of the processes of life and true death even applying to them. There are indications that they are immune to psychic,magical, and any type of detection or are capable of masking such. There are indications that these beings are related or exist in areas controlled by the Outer God Yog Shaggoth. 
  • The Medusa variety of the Space Spider is capable of limited shape shifting of mass and tendrils. And due to its nature capable of effecting its victims molecular structure. Resurrection isn't possible by cloning or even divine interaction due to the corruption of the victim's very soul. 
  • Each type is capable of tracking its victims across interstellar distances and seems to stalk as well as send telepathic dreams in order to create fear and insanity with the victim. There is speculation of the monsters simply saucing the meat so to speak 
  • There are indications of this beast appearing in Cimmerian and Atlantian periods of Earth's history. Times when the proto dimensional fields were at their weakest. After the Atomic Wars there was a similar weakening taken full advantage of by monsters of this type. 
  • Though they can be summoned by divine or psychic "magic" rites. These being are immune to 99.9 percent of all magic or psychic control of any type. Once summoned it is best to run away if possible so as not to end up as supper for one of these beings. 
  • The eye beam of the star spider sees into several realities at once. Its attacks are directed from outside of the local space time continuum. 
  • Certain stellar or cosmic terrestrial cosmic objects seem to draw members of this species. These are often objects of power or artifacts of lost or ancient origin. 
  • The tendrils or tentacles of these beings are often used to bleed off the reality bending energies of the monsters. They are laced with 17,000 sets of neo reality sensing nerves. Capable of instantly running through a gamut of realities and planar constants. This appears to be a matter of instinct and not intelligence. 
  • The beasts appear to be capable of storing six hundred and sixty six individual trace patterns in order to trace their prey. 
  • The creatures have a hunger that knows no bounds and they will feed on as many beings as they can stuff within their proto glandular stomach. The medusa extends this stomach over the statues of its victims drawing as much of the sou as it can. Each day taking a bit at time. 
  •  The petrification beam of the Medusa has a range of 60 feet in length and width of 2-3 feet. 
  • The Space Spider Medusa
    Armor Class : 5 (14)
Hit Dice: 6
Attacks: Petrifying gaze
Special : Immune to magic, most psychic abilities, regenerates as troll 

Move:12
HDE/XP:8/800
 These creatures can be summoned by a summon monster spell but can not be controlled by such. They are very dangerous and have a horde class of XII.
  • "The Medusa" originally appeared in the sword and sandals flick Perseus vs The Medusa. It was designed by the monster maker maestro Carlos Rambaldi himself. The creature later appeared on television as part of the "Sons of Hercules"series The part of Perseus played by  Richard Harrison.
     
  • The Dragon version of the space spider was originally statted up by the legendary Dave Hargrave for Arduin. It originally appeared on the "Domain of The Dragon" episode of Space 1999. 
  • These beasts have appeared in the Talon sector, the environs of the post Apocalyptic Mars game, and countless other games over the past three years.
    You can purchase the Bestiary from Emperor's Choice Games HERE
    This blog entry is for entertainment purposes only. The author's intent is for entertainment purposes only. This not an attempt to violate the trade markers or copy right of anything discussed or portrayed in the blog entry. This writing however is my own invention. 






Saturday, May 18, 2013

Son of The D30 Low Life and Galactic Scum Table For Your Old School Space Opera



Son of The  D30  Low Life and Galactic Scum Table
  1. An ancient astronaut infected with a parasite is seeking his apprentice to pass on his knowledge and the parasite to a worthy individual.  Actually the parasite wants to breed and needs some fool to do so. 
  2. A bald Tybarian slave trader is looking to unload a bunch of unwanted stock because some religious zealots want to roast him alive. 1d100 slaves are in the offering. Are you that fool?
  3. A green Artruicus puzzle maker is selling his shoddy wares and is looking for some fool to buy them. These psychic puzzles are capable of warping minds and sanity into the psychotic and gullible. 
  4. Gas Giant Miners looking for a "good time" with any sex of any species. Actually space pirates casing out a prospective mark to steal and use their ship. 
  5. Valicrtus ambassodor on a mission from his god. He's actually a human under that antique armor and a drug runner looking to expand his market. He's on the run from bounty hunters. 
  6. Adrenaline Trafficker looking to expand his influence and & markets. He rips the brain fluids and glands from living beings for the most potential and potent drugs. 
  7. AI Slave merchant looking for buyers and new copies of some wares. Very dangerous and wanted being. 
  8. Threebreen healers selling their arts to the highest bidder. Able to cast a cause wounds to drum up more business. These healers are wanted beings with the death sentence in 22 systems for malpractice. 
  9. Death powder junky looking to make a score. Willing to kill for such. Actually an undercover cop whose gone way under cover. Warrant out for his arrest for his own good. 5k credit reward from family. 
  10. A "Space Shepard " priest spreading the good word and looking for potential sacrifices to the space gods. 
  11. Meta morphic prostitutes looking for clients(actually assassins looking for a target) selling information and favors. 
  12. 1d8 first level fighters/space scum looking for alien cultists who took their women folk. 
  13. A group of down and out mercs infected with an alien bacteria looking for a cure that doesn't exist. Will work for anyone promising such a cure. They've been cursed by a wizard from a post apocalyptic world. 
  14. A group of third level fighters who seek an ancient foe. The foe is aboard this station disguised as a tailor. 
  15. An artist and forger of memories seeks an alien queen from among the stations passengers. Actually a 3rd level fighter programmed ala The Manchurian Candidate looking for his royal target.  He has light esper abilities and pissed off the wrong guild. 
  16. "Azul The Cunning" a not so good space pirate who is looking for crew while on the run from the local bounty hunting guild. Has a very rare artifact of alien origin and another group after him. 
  17. Durbreian VR merchant is hosting a gladiatorial/pay for view even and offering 1200 credits to all comers. Actually he's a VR pirate stealing memories for the black market each time your hooked up to his machines. 
  18. A cyborg warrior 5th level retired seeks an apprentice. He is being hunted by his masters from the Holy Corporate Empire 
  19. An ancient esper minder reader is on the run with a head full of Star Mob secrets. She has at least four assassins after her. 
  20. A 4 hit point flesh amalgam in disguise as a nun of the church of light is looking for new victims. She is armor class 6 and now taking 'confessions" and enlightenment  She has level drain. Only attacks when alone. Quite charming even as she eats your soul. 
  21. A thief on the run from his former employers who want his cybernetic hand which contains a boat load of corporate secrets of theirs. They have a 1d8 clean up crew after him. He's fourth level and likes to drink. 
  22. A kidnapper with the soul of an AI. This AI is of his son and his former wife whose now the head of the corporation wants it back. There are 1d6 combat robots after him which look like his fair haired little boy as well. 
  23. A group of rent a thugs is now open for business. The small micro guild is made up of 1d4 3rd level fighters who mostly like criminal work. They each are actually pieces of an AI whose mind wiped and down loaded his mind into each to experience real life. He's not actually aware that he's only an expendable copy whose taken on a life of his own. The AI has sent out handlers to get these back. 
  24. A weapons merchant is open for business with no lethal hardware that does more damage to the target and causes extreme pain but leaves the target alive. The merchant works for himself and there is a minor bounty on his head. 
  25. TA' psychic assassins are looking to pick up extra cash. So called security consultants with minor esper abilities. These folks sell their services for human blood and gore not money. 
  26. The esper hunter is coming to town. This 6th level cyborg assassin wants as many minds as he can get. He is however an ethical assassin with an alien outlook on life and the universe. 
  27. This walking roach is actually a great healer and educator but he happens to be a very disgusting roach. This creature is not welcome by 75% of  galactic beings who want his services. They see him as a monster. He's actually quite nice for a roach. 
  28. This being is a very plain looking psychic rapist who is preying on those he feels he wants. He will not only strip the memories from your mind, he will black mail you and sell them to the highest bidder. Now looking for new targets. I can't remember what he looks like. 
  29. A group of peaceful alien sentient flower humanoids. These very colorful and timid people are actually the vanguard of an alien invasion. They will use a combination of realistic nightmares and hallucinations to rip any information from their targets that they can.
  30. A map seller offering your heart's desire for the price of your soul. Which he will store in a crystal matrix aboard his star ship. Please sign here.  



Friday, May 17, 2013

Free Renegade - Corruption 400 Page Retro Clone Rule Book - Thistle Games - Counterpoint and Commentary



 I was recently read Gorgonmilks assessment of this free four hundred page pdf. The game isn't simply a remix. You can read Greg's comments right  HERE.  I mostly agree with him but :
I can hear you saying right now. Oh great another retroclone. It simply isn't another retroclone.
Instead its a "retroclone enhancement "! This is a four hundred page tool kit that allows a DM to create the atmosphere, setting, and options for the game that he wants.
From the DriveThrurpg description: 

"The game has plenty to offer for experienced players too, as extra content has been added to boost the original rule set. For example, the comic book dark theme adds options that encourages play that's less high fantasy/ unicorns and more gritty/ 'run for your lives!'

As an 'Old School' system everything translates almost instantly to Dungeons and Dragons, Swords & Wizardry, Labyrinth Lord and similar systems. However, at over 350 pages Corruption also contains a great deal of new, imaginative content." 

Basically from start to finish you can grab this book and begin writing an old school module from the ground up. You can imagine using an extra corruption score to measure alignment that allows both players and DM's get a  very nasty turn for a grittier gaming experience?  Then this might be the game enhancement for your tablbe. The bonus XP to reward good play works very well.


 Monster races like Ravenswings, Chameleons, Horror Hornets, magic items ready for Old School play . . . The surprise was tons about gritty play, tricks, making play dark . Many of the sections in the book can easily be adapted to games like X plorers, Stars Without Numbers, Mutant Future, etc. and many more science fiction and fantasy games. 
With a game like Stars Without Number the corruption rules and alignments can be used to illustrate a light side/darker side style "stars wars " element. 

The Flip Side of the Coin 

This book is a four hundred page monster that can be used to create a huge variety of dark and gritty almost Marvel Conan style adventures. There is a lot of Lovecraftian goodness between the pages here.  The dark fantasy is really on a dial and can be used to run a kids game one day and game with the darkest of horrors the next. The art here really sets the tone for what you get. 

This book isn't so much a retroclone as a kit for retroclone games . So what exactly is this? Well its actually both. A retroclone that enhances other retroclone systems. 
What is the best part of this professional product?  Its freaking free and you should go and down load it right now!
You can grab the game right over HERE

Spaceways 1953 Movie For Your Old School Space Opera Campaign

Spaceways Poster.JPG
There are some classic movies and then there are movies that become classic for another reason. This is one of those sci fi classic cheese fests. I happen to love this movie.   According to Wiki: 
Spaceways is a 1953 British-Americanblack and whitescience fiction film co-produced by Hammer Film Productions Ltd. and Lippert Productions Inc.. It was filmed entirely inEngland by the Hammer company, with Michael Carreras as producer-of-record and American Robert L. Lippert as uncredited co-producer, from a screenplay by Paul Tabori and Richard Landau based on a radio play by Charles Eric Maine.

The Plot: 

The film starred Howard Duff and Eva Bartok, with Alan Wheatley, directed by Terence Fisher. It was distributed in the UK by Exclusive Films Ltd. and in the USA by Lippert Pictures Inc.
The plot dealt with the first manned spaceflight (piloted co-ed by Duff and Bartok) against the backdrop of Duff's character's failing marriage, his wife's infidelity and murder (for which Duff is suspect), and his budding romance with Bartok, who plays a renowned mathematician working on the space project.
Some of the special effects shots of the rocket taking off were taken from Rocketship X-M.

All of the classic sci fi elements are there from the "space leathers" to the classic rocket ship. 
Using Space Ways For Your OSR Campaign 
Elements of Space Ways from 1954 has gotten recycled into endless movies and other science fictional magazines etc. For the various campaigns I've run elements of this movie have becomes the back bone of low rent spacer districts. The suits, the rockets,etc. are all found on backwater planets still in operation and still being manufactured. 

For a game like Explorers and Stars Without Number. The "Space Leathers" seen here are considered old fashioned and slightly out of fashion among spacers but still offering superior atmosphere holding. These suits by modern standards allow a spacer to put a small sensor suite on the suit. 
These wonderful rocket ship/space planes have been switched over to an ion/nuclear drive combination allowing them to be used for planetary landing. In more advanced quarters a small Spike drive 1 has been installed in a Stars Without Number style planetary system. 
These rocket ships remains have been seen orbiting within the Carcosa system and other known areas of Lovecraftian space. 
Within the Star Ships and Spacemen second edition universe these ships never went out of service. They form the backbone of mining outposts and the less then savory  corners of the universe as mining vessels and rocket jockey's ships. 
In a game like Mutant Future or other post apocalyptic style games these rocket ships might still be orbiting the Earth just waiting for a group of adventures to make the great leap outward. 

The Type 78 Ion Rocket Plane For SWN
Power 3/2 free  Mass 5/0
AC :8
Hit Points : 17 
Crew 1/20
Speed:2 
AC:9 
Fittings : Spike Drive -1, Atmosphere Configuration, Extended Life Support, 6 tons of Cargo Space
Based on a centuries old design these work horses have seen action in every system within the Talon Sector. A very reliable and versatile design. Many times the owners of these ships strip out two tons of cargo space and equip these ships with extra sensor suites or for personal defense Sand thrower batteries. These rocket planes are also used for Capital class drop planes for atmosphere configurations.