Showing posts with label Alien Races. Show all posts
Showing posts with label Alien Races. Show all posts

Sunday, July 3, 2016

The Space Sirens A New OSR Faction For The Alpha Blue & Crimson Dragon Slayer Rpg Systems As Well As Your Old School Campaigns

Many spacers & adventurers have run across the space sirens;these attractive space maidens are actually semi artificial cloned beings adapted for their planetary environments by their god. They are also highly active psychics who are able to lure many adventurers to their deaths. Amazing these women psychics have frequently appeared in the wastelands of Thule where they have adapted quite easily. These space sirens appear to be tolerated by the dragon lords of Thule and there are rumors of some connections with Thulian royal  houses.



They are the sirens of space and the children of the space gods themselves. These prehistoric women have as many names as the stars in the skies above. The star sirens are a race of buxom telepathic alien cloned women humanoids who are the products of the ancient space god The Corman. They come in a wide variety of racial types often suitable to climate and conditions of the worlds chosen for them by their god. The space sirens are most often seen on idyllic paradise planets where they spend their afternoons worshiping and engaging barbaric space rites to the war avatar of their space god 'The Corman'. Each new piece of technology or relic encountered by the space sirens is quickly adapted into their weird religious outlook as an aspect of their god.


The space sirens all share a cosmic telepathic hive mind that allows the race to share in &  indulge in a group consciousness. They are able to learn as well as  access knowledge quickly & easily allowing the space sirens to adapt to changing conditions that they often find within the interstellar universe. They act individuality as agents of  'the Corman' moving throughout space & time for its greater glory and its mysterious agenda. Many have become infamous spacers and famous adventurers in their own right crewing star ships and pirating across the space ways in the name of their god. 'The Corman' often takes the form of a burnt out robotic or cybernetic life form. It often appears to the space sirens in dream sequences or other reality altering scenes.

Many space sirens serve aboard Alpha Blue for their own mysterious reasons and there are often 1d100 aboard the station serving in many capacities. Any births resulting from sleeping with a space siren has a 99.9 percent of producing another space siren. Praise be 'The Corman'.


The Space Sirens For Crimson Dragon Slayer
& Alpha Blue

Health: 80

Armor:4

Action Dice: 4d6

#Attacks: 3 [Level: 12]

Siren's Song - The ladies are able to create a weird alien song that telepathically lulls targets into a calm state and lures the targets to places where they want them. Often this song is same as certain space grocery chains or gambling dens. Targets must resist this telepathic lure or head straight for the siren's position.

Telepathic Erotic Orgasmic  Blast - The target's neural pathways are filled with a raging neural energy and must save or their heads will explode in a shower of orgasmic sexual gore from the siren.


Telepathic F$%#ery - The space siren sends out a telepathic message of weirdness & total alien confusion. Targets will be stunned for two rounds

Summon Rock - The space siren is able to summon a rock from the planet of their origin and use it as a +2 attack against a target. This is often done as an attack of last resort.

Powers & Abilities -

Breath of the Sisters - The Siren is able to adapt & breath underwater or in adverse conditions on a roll of 1d6 often this is to conditions that might otherwise kill an ordinary human being. 

Hot Outfit Of Desire - The space siren is able to summon a matching set of perfectly clean sexy outfits from other dimensional space three times per day.

Hot Healing Sexy Time - A sex act with a space siren is able to heal almost any damage that a PC has making them one of the most sought after races to have relations with.


OSR Stats




Star Sirens
No Appearing : 1-6 
Alignment: Neutral 
Move:12" in flats
Armor Class : 5 
Hit Dice : 3 
Attacks: 3 or special 
Damage :1d6 
Save: F4 
Treasure Type: D

Special Attacks :
Siren's Song - A telepathic charm person attack that lasts for 1d6 rounds unless the target makes his save vs wands 


Telepathic Erotic Orgasmic  Blast - The target's mind is filled with violent erotic imagery that rots their brain from within telepathically. The victim must save vs death or have their head explode in a show of gore and blood.

Telepathic F$%#ery - The target is hit with waves of confusion and telepathic weirdness, they must save vs spells or be stunned for 1d6 rounds


Summon Rock - The siren summons a +2 rock from her home world and instantly it appears in her hand for an attack

Powers & Abilities

Breath of the Sisters - Once per day the Siren is able to adapt to adverse planetary or elemental conditions by the grace of their god.

Hot Outfit Of Desire - The space siren is able to summon a matching set of perfectly clean sexy outfits from other dimensional space three times per day.


Hot Healing Sexy Time- Copulation with a space siren acts as a cure heavy wounds spell, this ability can only be used three times per day.

This faction is from the schlock public domain  classic The Voyage To The Planet Of Prehistoric Women!

Tuesday, June 23, 2015

Voltorian Race For Your Old School Campaigns


The Voltorians are one of the more common Tiefling  races of  Neo England in the Twenty Eighth century. They are a result of a pact made between a martial devil of some standing and a lost tribe of humans during the last days of Atlantis. Voltorians sport weird eye colors, delicate features, slightly scaled skin  and a high understanding of the arts of super science & sorcery. According to ancient scrolls,"Voltor is the massive subterranean kingdom ruled by the Green Sorceress and home of her Green Empire. The kingdom is fortified with steel walls, lined with gun turrets and observation towers. The people of Volta have a highly militaristic society, possess advanced military technology and obey the whims of the Green Sorceress as if she were their goddess. The population of the kingdom definitely ranges into the thousands, and the Green Sorceress is prepping her armies to conquer the surface world. The only thing that stops them from reaching the surface of Earth is Voltor's ancient enemy, Deltos" 
Voltorians have the following Tiefling characteristics: 
  • Voltorians can't be of the Lawful alignment 
  • Voltorian females gain +2 to Charisma, +1 to Wisdom but a -1 to Dexterity. The males gain +2 to Strength, +1 To Wisdom, -1 on Charisma & a +1 on Dexterity
  • Infra-vision up to 60' as per Dwarves's ability, this is compensated for with special contact lens or goggles worn to block against the harmful rays of the Sun. 
  • Voltorians  in broad day light or in sun light they suffer a –1 penalty to all attack and damage rolls, skill checks and saving throws. In addition, their spell casting level (if any) is at –1 (e.g. a 5th level dark elf mage would cast a 4d6 Fireball, rather than a normal 5d6 one).
  • Voltorians gain the charm person ability once per day
  • Voltorians suffer the effects of Fiend Blood - All magic items, sacred places, and such that effect devils or demons will effect them. They can not be banished. 
  • Voltorians instinctively recognize Voltorian items of super science and sorcery of the Voltorian or Green Empire 
  • Voltorians may have a 10% chance of gaining some minor super science item. See appropriate matrix. 
  • Voltorians are ancient enemies of the Drow with animosity going back eons and gain a +1 on recognizing the works, patterns, languages etc of the Drow. But they are also at -2 on all charisma based rolls when dealing with Drow, this is very rare as the Drow are considered legendary and nearly mythical by modern Voltorians.
  • Because of their familiarity with both super science and sorcery Voltorians gain a some technology based skills. These are part of a character package built by the DM and player. 
  • Because they are so long lived the Voltorians take longer to gain levels, so they progress as if they were one level of experience of higher.

     The Green Empire has claimed the ruined kingdom of Thomaston Connecticut and has moved in death rays, and several large wizard machines from the lower depths of the Earth from the kingdom of Voltor. The Voltamen have had several clashes with them and Voltorian adventurers and freebooters have become increasingly common in several of the surrounding villages in the Neo England area.
    Location in Litchfield County, Connecticut
    The Green empire has had trade going on for centuries with the Atlantandria realms and has extensive knowledge of the zones and overlaps of Accursed Atlantis.  Adventurers and freebooters from the Green Empire  have also been recruited for man's continuing efforts out in the Outer Worlds. There have been arm sales between the colonies of the Outer Worlds and Green Empire.




    The Green Empire's claim of Thomaston is a bone of contention with the Voltamen and clashes between the two have claimed the lives of several hundred humans, mutants, and alien species living in the area. Only time will tell with the assumaltion of the Voltorians in the area and what part the Green Empire will play.

Thursday, June 18, 2015

The Althuran Race For Your Old School Campaigns


The Althurans are a Deep One offshoot race that staged an abortive invasion of Earth, in the early Twenty Third century. Earth barely escaped these near human horrors from beyond dealing one of the more serious blows to the planet in its history. Since this military action almost ended in disaster for the Earth, Alturans have remained one of the most hated enemies of the human race for centuries.  The Althurans have a technological level similar to Earth and her colony worlds. They use atomic rockets, energy weapons, Esper and telepathic machines and their infamous hypno gas weapons in addition they have a strong tradition in the ancient  twisted magicks of the Cthulhu Mythos. 
Most often encountered in the role of mercenary forces and interstellar espionage agents for hire. They take great delight in slaughtering and murdering humans  when they encounter them. They're infamous atomic rockets are often used in daring dare devil space pirate raids on planet side colonies and communities. 

Frequency: Common 
No Appearing: 1d8
Armor Class:5 
Move:13"
Hit Dice:5 
% In Lair: 20% 
Treasure Type:B with a 60% of a major super science relic or artifact 
No of Attacks 3 or 1 
Dex:7 
Damage/Attack:1-3,1-3, 2-5 or by weapon 
Special Attacks: Hypno gas wand 
Special Defense: See Below 
Magic Resistance:Standard 
Intelligence: Average 
Alignment: Chaotic Evil 
Size:M 
Psionic Ability: Nil 
Attack/Defense Modes: Nil 

 The Althuran race  most often strike near open space lanes and try to pick wealthy seeing travelers to rob. They love to take slaves and prisoners for ransom money and extra cash. They take their victims using hyno gas gun, weapons that cause the victim to make save vs weapon or become paralysised  as well as under the effects of a suggestion spell. Althurans rely on Esper artificial intelligence to detect any rich worlds or ships for these mad bastard pirates. This is a race that often seems to show up in areas rich with trade and operates along major shipping routes.
For every three war ships of the the  Althuran Race there will be one will with a 3rd level war shaman or pirate lord capable of great violence and depravity. They typically use plasm based tech ray guns, these rays do 5-8 points of damage with a range of about 70 feet and hit's like a freight train. These mad deep one hybrids worship a wide variety of dangerous and disgusting gods of space and the Outer Darkness, but their missions of piracy and murder put them right in the cross hairs of other races. 


Wednesday, October 9, 2013

1980's Science Fiction Inspired Mars Post- 'The Martian Chronicles' Darren McGavin And Rock Hudson For Stars Without Number

File:The Martian Chronicles (TV miniseries).jpg
Back when I was a kid I remember watching it and my cousins being bored out of their skulls. Recently I re looked into this miniseries from 1980. I remember that a lot of our OD&D games took place on Mars the week that this premiered but after it aired not so much.
According to wiki :

The Martian Chronicles is a television miniseries based on Ray Bradbury's The Martian Chronicles and dealing with the exploration of Mars and the inhabitants there. The series starred Rock Hudson, Darren McGavin, Bernadette Peters, Roddy McDowall, Barry Morse, and Maria Schell. It was aired on NBC in January 1980 in three episodes with a total running time of just over four hours (nearly five hours on the DVD version).
Wow this might be the series that got me to read the book but this one is really odd and very much in the vein of the late 70's and early 80's science fiction television tradition. 
My advice is to read the classic Ray Bradbury book before viewing.
Wiki has an overview of this very more then slightly depressing mini series. That being said there is actually a lot to mine here for science fictional gaming. 



Here's wiki's overview of the first episode : 
The first episode starts at the scene of a presumably NASA unmanned probe landing on the surface of the planet Mars in July 1976. A narrator is explaining what is happening and explains that the purpose of the probe is to determine whether or not Mars is inhabited. As the narrator is speaking, the viewer becomes aware that there are two viewpoints at NASA among the scientists who launched the probe: One group obviously believes Mars is uninhabited, the other is open to the possibility of indigenous life on the planet. Each has their convincing arguments, but ultimately the probe indicates that Mars does not harbor life. At the close of the scene the camera pans back to show a larger view of the probe's landing area, with what appears to be indigenous Martian settlements in the surrounding terrain, all the while the narrator indicating that, "If the probe had landed just a few miles further on, things might have been different." Afterwards the opening credits roll.
The next scene places the viewer at the Kennedy Space Center in January 1999 when the first "Zeus I" manned spacecraft to Mars is carried into orbit by a Saturn V rocket. The Zeus project represents the beginning of a major effort by NASA and NATO to explore and eventually colonize the outer planets.
On Mars, Ylla (a Martian woman trapped in an unromantic marriage) dreams of the coming astronauts through telepathy. Her husband, though he pretends to deny the reality of the dreams, becomes bitterly jealous, sensing his wife's inchoate romantic feelings for one of the astronauts. He kills the two-man expedition, astronauts Nathaniel York and Bert Conover, as soon as they arrive. Mission control on Earth does not know the fate of the crew, and one of the senior astronauts Jeff Spender urges the project director Col. John Wilder to abandon the Zeus project because of concerns that Mars may already harbor life. Wilder (who has shepherded the project for ten years) refuses, among other things because he believes mankind might escape environmental pollution and war on Earth by colonizing Mars instead.

A second mission is launched and the "Zeus II" crew lands on Mars in April 2000. To their amazement the crew (astronauts Arthur Black, Sam Hinkston and David Lustig) discover that they have landed in a town that looks exactly like Green Bluff, Illinois. circa 1979. They are warmly greeted by close relatives and loved ones who all died years ago. In fact, the Martians use the memories of the astronauts to lure them into their old homes, where they are killed in the middle of the night by the Martians.

A third mission, "Zeus III", lands on Mars in June 2001. It is commanded by Col. Wilder himself with five other astronauts (Spender, Parkhill, Briggs, Cook, McClure) as subordinates. The crew discovers five ancient cities in the vicinity of the spacecraft, one of which apparently was inhabited only a few weeks ago. The scientists find that all of the Martians have died of chickenpox accidentally brought from Earth by the first two Zeus crews. The men, except for the archaeologist Spender and Colonel Wilder, become more boisterous. Spender loses his temper when Briggs starts dropping empty wine bottles into a clear blue canal. He knocks him into the canal. He leaves the rest of the landing party to explore Martian ruins. Spender (who always has had deep misgivings about the mission) then goes on a killing spree to avenge the destroyed Martian civilization and manages to shoot all astronauts except Parkhill and Wilder, who shoots Spender in the chest before he has the opportunity to kill them as well.




Mining 'The Martian Chronicles' Miniseries For Your OId School Martian campaign 
Alright I actually enjoyed this production even if it was really a bit on the slow side. The production was by the same folks who did the Spiderman television series.  This was supposed be a science fiction fan's dream. Ray Bradbury property, Richard Matheson writing the screen play, Darren McGavin, Roddy McDowell, Nicholas Hammond (TV's Spider-Man), Barry Morse, Bernie Casey, Jon Finch, Michael Anderson Jr (Doc from Logan's Run) and the series was tied together by the character Col. John Wilder, played by Rock Hudson.
The look of the production is really out there and the ruins are pretty awesome. The matt painting could be looted for exploration of an alternative mars or perhaps the players are actually the follow up mission opening up the way for the settlers. 
Yet I can't help wondering about the Martians as an actual race?
Perhaps there are more out in the universe.
So lets do a quick work up for Stars Without Number. 

Bradbury Martians


Appearance and Biology 
The martians are a light skinned and desert dwelling ancient race that originated on Mars. This ancient race had colonies throughout the cosmos but declined about 20,000 years ago. The race are delicate, light skinned, highly psionic and quite logical. Many stood under six foot, and are of roughly human genetic stock there is speculation of ancient astronaut seeding but this is only myth and rumor.
History 
These are a gentle people with some warriors among them. Their biology is cross compatible with humankind and this is one of the factors that led to their downfall. Disease from expeditions from Earth wiped many of this once great race out by plague. There are many examples of their relics and sonic books throughout the cosmos and from time to time occasional survivor sub species.

Psychology


Despite the similarity to mankind this is still an alien species. We may understand the motives and principles of these ancient peoples but they were a very different slightly dangerous peoples. They grow into a steady decline by the time of the outward expansion of the human race.
There is speculation among xenobiologists that this race granted colonial Mars to Earth. This is mere rumor and speculation though.
Almost every member of the race has some low level telepathic abilities and there are a number of powerful psychics among the survivor races that have been encountered.
This is a race with a technology rating of three bordering on four and into the five level when dealing with their unique psi technology.

Flavor
This is a race in strong decline and with an arrogance stretching back to the time when mankind was crawling out of the trees. They are also a race of explorers, scholars, and rationalists whose higher calling bordered into the realms of logic and art.
They are some warriors among them but more often experts and psychics are seeded throughout their societies.

Lens
Pride, Pacifism, Tradition, Despair,Vengeance 

Monday, May 13, 2013

The "Blues" or Eraor'ru For Old School Space Opera Campaign


Introduction 
The "Blues" or Erao
 r'ru are a common sight through out intergalactic space and no one is damn sure where this race came from. They are traders whose origins are as mysterious as their sales practices. The race excels at medium galactic range technology. They appear to be a partially reptilian race with some mammalia overtones. 
 The race is slightly longer lived then humans with an average life span in excess of  one hundred and twenty -two years. They see into both the ultraviolet and infrared spectrum  They birth geniuses twice as fast as humans with a two to one ratio.
 The race also is partially psychic but doesn't birth full psychically aware beings.

 Heart of the 
Erao r'ru
The race is the perfect courier race and often found working as clerics, lawyers, and scientists. They do partically well adapting existing technologies into new ways. There is speculation that this race was developed as technological workers for the Grey. The two races can not stand each other and will kill one another upon sight!
These beings green spots are actually sophisticated bio sensors and capable of sensing variations in temperature & humidity with a great degree of accuracy. The race often times serve aboard vessels as science officiers and scientists. They adapt to star ship life quite easily.
There are almost as many culture variety of Blues as there are humans. They see racial differences where humans and near humans may have a hard time identifying certain individuals. 
They have become a race of wanderers and refugees but from what is uncertain and they themselves do not know.
 
The "Blues" or Erao r'ru as PC race
The "Blues" or Erao r'ru gain +2 on Intelligence and Wisdom scores. They favor psychic, engineer classes as well as scientists. the race is usually of a lawful bent but chaotic individuals can be found from time to time.
This race has a touch of telepathic powers of often the most minor type. They enjoy the company of psychics however and can use as well as produce minor psychic devices.
They gain +1 to all science rolls and engineering because of their genetically disposed natures.
Blues favor fire arms over energy weapons but do well with ship mounted weapons. They have particular fascination with particle beam weapons.
The Blues can not understand magic or some of the concepts of the Great Old Ones. There are rumors of a taboo among their kind regarding these matters.

Red Eyes And Cold Hearts 
The "Blues" or Erao r'ru
The 
 Erao r'ru In Your OSR Games 
The "Blues" or Erao r'ru are the perfect foil race. These guys are refugees from something that is chasing them and what is unknown. In Xplorers their ships ply the space lanes trading and looking to avoid trouble but they are often the victims of space pirates looking for easy plunder.
In Stars Without Number the race is often found among adventurers and spacers as wanderers as well as mystics. They also serve aboard space navies in many back water systems.
In the Goblinoid Games Family of games these folks can be found hanging out with mutants and trying to sell wares to a wide variety of post apocalyptic folks as traders and scientists. They will often act as go between for wizards and communities of humans. They also sell their services as mercs to the highest bidders and can be found as pawn brokers. Willing to analyze  ancient technology and devices for the right price.
Tags for SWN:
Merchants, Questing, and Scientists 

Sunday, May 5, 2013

Luriairi The Adventurer's Guild - An Adventurer Location For Your Old School Space Opera

File:Hegagonal inflatable space station 1962.jpg

Luriairi The Adventurer's Guild 

Luriairi are a series of temporary structures that crop up all along the Talon Sector. These are often called the "Spacer's Friend" or "The Fiends of Space" depending upon which group of spacers you ask. 
The Luriairi are an alien race which lost their origins in the mists of time. They offer many travelers food, water, shelter and many other vital services  within the bounds of space.
The services they provide also allow adventurers a safe haven to contact one another. The conditions are some what spartan but serviceable.
Often these enterprising aliens do not charge for their services but rather exact a minor favor or log the service within their records. Debts will often be called in much later on and often involve grey or shady dealings of this race.
Recovery of strange or dangerous artifacts, investigation of alien ruins, or recovery of strange or exotic fuels.
These are just some of the so called "Quests" that these inscrutable insectoids have sent adventurers to recover. The race does not offer these things simply out of a sense of profit for the exploitation of others. There are far deeper agendas at work. The average spacer only sees their beat up capital ships and their temporary space stations attended by robotic humanoids. Occasionally these stations may have an insectoid adminsterator aboard. 


The Luriairi Agenda 
Market analysis  shows the race operating within the bounds of space at a loss. Patterns of their traveling capital class garage ships show a marked search pattern similar to a termite mound's expansion but why? 
Several items of cosmic power have passed through their manipulators only to vanish within the holds of their ships. These are never seen again.
The Luriairi also act as mercenary brokers and traders for others as front men and in all things they are truly neutral. Through the centuries they gather information and shift through generations of such endless quests. But searching for what?
None can say but they have stood against the "Old Ones" and their minions since time immortal.
For the average adventurer they are a welcome site offering a truly neutral ground for all dealings. For a few credits they will offer a safe place to hang their helmets for a few hours.
Legends say that those who break their hospitality are cursed by the "Space Gods". Many a spacer does not have time to test such theories. They are forced out of an air lock long before such.
The average spacer never sees these creatures and they act through ancient battered robotoids. They enact repairs on space craft and most refuels are available through them.
Adventurers can pay the 10% mark up of these traders or more importantly share information for the cost of the deal. The information will be considered "free" meaning that it will be sold to others. Should the information be old or outdated the insects will deem other information.
Failure to pay will result in a psychic geas to be placed upon the person. A minor task that must be completed. There are no exceptions. This might be as simple as bring box A. to point B. There are rumors of spacers so within these creatures debt that they act as agents. Luriairi The Adventurer's Guild  pays over 20% credit value for any artifacts that they deem valuable no questions asked. Should any try to steal from the their vaults these beings may call from vast resources to return such items.
For a 40% up front fee the Luriairi will broker deals between any two parties through proxy robotoids. These A.I. are smooth operators with a minor telepathic circuit and able to communicate with over four million species.

The Luriairi Rumor Mill 

There are as many rumors about the bugs as their are facilities traveling the stars. These include the following: 
  1. "The bugs are actually extinct and only their A.I. continue to move across the face of the stars. Any bugs seen are merely clones unaware of their own race's fate at the hands of the Machine Gods."
  2. "They provide services to spacers as penance for some ancient sin. They're war against the Mythos is merely an ancient fist shaking to the uncaring universe."
  3. "They are amused by the plight of spacers and love to torture in small ways such beings as us. "
  4. "The bugs are the ultimate gamers and we are nothing but pawns in a cosmic game of chess across the planes. Please pass me the oxygen "
  5. "The capital class ships of theirs are actually the Luriairi and the insectoids are merely workers. Look how the robots react every time we're in port." 
  6. "Ever notice that they never run out of parts for ships no matter how old? You know why? Because their nothing more then a front for a cosmic god of Spacers. I'm telling you that its true." 
  7. "I've heard tell of the Luriairi Home Shopping Cosmic Channel where the gods via for the artifacts that they send you out into the galaxy and planes for. That's got to be it.Com'n buy me another and I'll tell ya the rest." 
  8. "There aren't any Luriairi at all. Its all a government front to control are every action and keep tabs on what we're doing. The bugs move across the face of the universe administrating our every move. Why collect all that data? For giant data bases to know it all man. I'm telling you its true.Say you want to buy some dream crystals? What would I try to cheat a star lord such as you?" 
  9. "The Luriairi The Adventurer's Guild is nothing but a cosmic joke backed by demons who want nothing more then to tempt us with their so called services. A vast lump of cosmic poo that we spacers roll in each and every time we pull into one one of their stations. Its a cosmic joke I'm telling you. Only those who hear the Word of Vallen will be saved. What where are you going? I haven't given you the data pamphlet app yet? Come back. Mark my words its nothing more then a pathetic attempt to draw attention to themselves"
  10. "The Luriairi? You want to know about em? I have a star map of their home system my friend and on the words of my many ancestors it shows the ancient storage vaults and vast data storage units of these merchants of space. I can be yours for the right price."

     Lenses: Merchants, Hivemind, Questing, And Neutral 

Thursday, April 4, 2013

The Highway Men - Incident At A Hyperspace Beacon - Stars Without Number Actual Play

File:Jupiter, rings and a moon.jpg

The characters were headed back from a rather interesting outing in the chasm. They'd learned a great deal about the goings on between Apex Medical Battle Pyramids and A Mi Go Planetoid that had engaged each other in battle. 
As the Party was ready to cross the first hyperspace beacon coming back into the Talon sector a hyperspace drone zipped past them heading back into the Chasm.
The party's ship gave chase and eventually destroyed the drone with little difficulty as guns blazed away.  The probe belonged to the Ice Walker Space Viking Clan.  A clan that had laided false claim to salvage on a space battle field rich in debris.
 Then the hyper space beacon disappeared from FTL communications. A scan reveal someone or something was crippling the beacon. The party sent out a science probe of their own. And revealed a nearby ship sitting out in hyper reality.
The ship was using some very advanced technology linked to the Spike drive to bend light and space around itself.
The probe manivoured close to the beacon and that's when the player's dice were fumbled!
The probe managed to take out part of the beacon! 
The crew didn't take any chances and then began blasting at the cloaked ship.
 The ship belonged to an old hated enemy of the party.
Mucoid Mercenaries working in conjunction with the Ice Walkers! 
The pilot of the party disabled their ship after they began the careful tactic of trying to hide in the forth layer of hyper dimensional reality. The tactic worked for a few rounds. The fighting proved frustrating as the bastards moved from one plane to another not standing still long enough for the party to get a clear shot. 
 The party's ship eventually reached them. After few carefully placed blasts the fighter ship of mucoids were finished. The party has a blood debt enemy in the alien invertebrates.
The party's employer asked the party to finish the evil invertebrates and became 3,000 credits richer! 
You can find out more about mucoid right over at Hereticworks right HERE
The crew is now meeting up with the Space Viking fleet next week. 


Monday, April 1, 2013

Ammonite Orchidoid Race For Your Stars Without Numbers Game

File:Asteroceras BW.jpg


Ammonite Orchidoid
Armor Class : 5
Hit Dice :4 
Number Appearing :1 Clutch 1d4 warriors 
Saving Throw: 14+ 
Attack +6/+6 
Movement: Telekinetic Flight 20"/ 30" Quick Pace 
Damage: 1d8 tendril sting/1d6 tendril knives 
Morale:10 
Cybernetics: Dimensional Filter - Enables the creatures to see through six dimensional realities per round.
Tags: Warriors, Curious, Religious, Questing 
Appearance & Biology: 
Ammonite Orchidoid are partially evolved from the gas giant plants and animals  of Alpha twenty two. These psionic telekinetic lifeforms evolved within the storms of their violent world where kill or be killed was the norm. They were forces upon the galactic landscape when slavers forced this race upon the auction block. Within the galactic landscape these beings are often found aboard a wide variety of star ships as navigators and warriors. They are used as some of the very best psychic navigators within the Talon systems.
They are fitted with Dimensional filters cybernetically enabling their psychic senses to peer into the realms of the Spike drive and other higher dimensional realities nearby including alternatives universes.
They have a distinct plant like biology enabling to gather nutrients and food from star light. They are not adverse to eating more fresh flesh of animals and humanoid should the need arise.
 Once per day these noble warriors can project a forty point force field from their shells. This field will stay in place for 1d4 rounds. They can take no other action during this time. The act how does prove physically wearing on the creatures and a constitution check must be made. 
History: 
These beings are a warrior race that evolved within the violent storms of the gas giant world of Alpha twenty-two where eat or adapt was the norm. After 54 billion years of evolution they are one of the most successful lifeforms on their planet. These beings build floating cities of spun bio crystal that float between gravity and storms. Jewels of glowing crystal amid the clouds of their world where clutches war with each other over resources and spawning rights among the clouds. Life is short, violent, and honorable. 
Many slavers take these warriors at great risk to their own lives separating six thousand generations at a clip during this forced shanghaiing. The slavers then equip the Ammonites with cybernetic dimensional filters enabling the orchidoids to pick through the near by dimensional reality. These beings often selling for thousands of credits or even more.
These beings wanderer the universe as refugees without a world and end up as adventurers or worse. They are no longer wanted by their world as true warriors. The cybernetics an abomination to the "true warriors" of their culture. These beings will sell their skills,abilities, and combat prowess to star ship crews looking for such beings of honor. 
Psychology: 
Professional, cheerful, and patient are just some of the hallmarks of this race. They reflect the plants that they evolved from. These beings see through the illusions of local space time continuum and have a very strange perception of reality as we know it. 
They are also subject to an alien sense of honor and a strange sadness about them masked by a bizarre sense of humor. These beings often appear to be a mass of tendrils and complexity rolled into one.
They are capable of using their highly evolved natural Calsoruim stinging tendrils but a just as capable of using humanoid designed projectile and energy weapons. They wear an "honor harness" for weapons and devices. These creatures are found among many space pirate crews.
Flavor: 
 Orchidoids are beings out of their element and adapting to their surroundings. They are both honorable and dangerous. They are people out of time and space. Wanderers on the seas of infinity. 

Monday, March 18, 2013

Saturninan Amoeba Men Mercenaries For Stars Without Number


Saturninan Amoeba Men Mercenaries
 These humanoid macro organisms are absorbing menace from beyond the rim of space. Their lust for conquest and aggression has no bounds. Saturninan Amoeba Men sell their metaphysical existence to the Outer Gods in return for forbidden knowledge and the right of conquest.
 Appearance
These monstrous obscene collections of protoplasmic goo are actually complex humanoid organisms that are held together by a trick of physics and sheer telekinetic might.
They stand over 10 foot tall but the size can vary dramatically. They can survive the cold vacuum of space unaided and change their size and shape at will, allowing them to fit through small cracks.

The monsters are semi transparent and a variety of complex macro cells float within their bulk. Some of these include their dread bio acid producing cells. To look upon them too long tends to hurt human and near human eyes. 

They have a tendency to prefer heavy gravity worlds although Earth like environments cause them no discomfort at all.
They may psionically shift their density and skin surface with little problem allowing them to survive for brief periods within the vacuum of space.
 History 
The Saturninan Amoeba Men have been working with many despicable alien races for centuries. They often employ unorthodox tactics and warfare upon prey races. In the past they have worked with the Mi Go, Primordial Ones, and the Great Race. Their pay has been the right of consuming their conquest species. 
Amoeba men have a tendency to use brutal biological and environmental warfare against other planets.
The race is said to have arisen from the ashes of the Great Old Ones and risen to serve the Outer Gods with great fervor.
Their technology is similar to the tech possessed by Earth at this time including laser weapons and spaceships. They are mostly a tech level 4 society with some items of technology level five given to them by Nyarlathotep. 

Psychology 
Surprisingly cheerful and good natured for a species that worships some of the most vile beings in existence. They loath waste and sloth in any venture. They will work for others as long as their "right of prey" is respected.
 The Amoeba Men fear fire above all and the discharge of energy weapons upon their cell walls causes explosive results. Those using such tactics with them are given no quarter in battle.

Abilities Amoeba Men had several unique powers thanks to their physiology. These included the ability to survive unaided in a vacuum, shape-shifting, mass manipulation, telepathy level one , being unaffected by physical blows, and the ability to swallow and digest prey with their acidic bodies this does 1d4 points of damage per round. 
 Weaknesses 
Fire does +2 damage per round to these creatures. Energy weapons do +3 damage on every attack .  The species can bud and regenerate again however within 1d10 rounds. This is also an effective form of reproduction for the species. 


 
Saturninan Amoeba Men Mercenaries 
AC: 7 
Hit Dice:2 
Attack Bonus: +1 
Damage: Laser Weapon 1d10
Skill bonus : +2 
No appearing 1-8 
Move 30' 
Morale 9 except when damaged by fire. 
Lenses : Domination, Faith, Gluttony
Leadership: Oligarchic 

Sunday, January 20, 2013

The Aldebaran Race For Star Ships and Space Men Second Edition


In the year 2488 A.D., alien invaders from distant space known as the Aldebarans tried to conqueror the Earth by using their advanced weaponry and other technology. Their main method of invasion is to convert small planetoids into space fortresses/bomb. Each fortress was equipped with an armada of ships to defend the base while it prepared to smash into its target. The Aldebarans were also equipped with ray guns, holographic projectors, and language translators. They did not succeed in invading the Earth.

Encountered: 2d4 (5d10)
Movement: 120 (40’)
Intelligence: Low to Average
Psionic Potential: 2d4 (inactive)
Hits: 1d8
Armor: -1
Combat Skill: 11
Save: L1
Attacks: 2
Damage: By weapon
Morale: 9
XP: 10


Master scientists and world conquerors, the Aldebarans are found among many mercenary and bounty hunter crews. They are a ruthless and highly advanced race of reptilian pig beings whose origins are highly dubious at best. They're a race with a genetic drift of genius and madmen among them as well as fierce warriors. The society often creates" war worlds" space fortresses/bombs that are used in desperate schemes of conquest. The monsters can also be found among the dregs of galactic society filling out the ranks of spacers and space pirates. Their warriors technology and artifacts often include:  ray guns, holographic projectors, and language translators, as well as heavy stunners for taking hostages. The Aldebarans are 140 lbs each and have an average life span of 70 years. The Aldebarans see themselves as the inheritors of ancient glory from some mythical past that allows them to abuse and subjugate other races for there own amusement.There Aldebarans several notable members of the race who actually serve with distinction aboard Star Command vessels. The Aldebarans gain +1 to intelligence and Strength, -1 on Charisma. 

Tuesday, October 23, 2012

Friday, August 24, 2012

Revised 1d20 Major Marvel Alien Race Random Encounter Table For Your Old School Space Opera


Revised 1d20  Major Marvel Alien Race Random Encounter Table
  1. The Badoon (first seen in Silver Surfer #2)
  2. The Beyonders (first referenced in Marvel Two-in-One #63)
  3. The Brood (first seen in Uncanny X-Men #155)
  4. The Celestials (first seen in The Eternals #1)
  5. The Dire Wraiths (first seen in Rom the Spaceknight #1)
  6. The Evolutionaries (first seen in X-Men Giant-size #1)
  7. The Kree (first mentioned in Fantastic Four #64; first seen in Fantastic Four #65 (Blue) andMarvel Super Heroes #12 (Pink))
  8. The Phalanx in Uncanny X-Men #312
  9. The Rigellians (first seen in true form in Thor #130)
  10. The Shi'ar (first seen in X-Men #97)
  11. The Skrulls (first seen in Fantastic Four #2)
  12. The Symbiotes (first seen in Secret Wars crossover #8)
  13. The Space Phantoms (first seen in Avengers #2)
  14. The Technarchy (first seen in New Mutants #18)
  15. The Watchers (first seen, in the form of Uatu, in Fantastic Four #13)
  16. Elders of the Universe
  17. Guardians of the Galaxy
  18. Imperial Guard
  19.  
  20. Inhumans
  21. Annihilators
These are the space gods of legend & myth. Adventurers who encounter them should not be unchanged with even the merest brush with them. Many of these entities will be encountered on missions of the utmost importance or cosmic evil. These beings will decide the fates of worlds for good or ill. Those beings that encounter them can expect at least treasure type H or better from Carcosa's tables. Beings such as the Celestials or Elders Of The Universe are space gods & care should be taken when using them. 
Dire Wraths, Annihilators, Skrulls, etc. are all interstellar conqueror races & will subjugated  torture, breed, or simply see adventurers as resources to be exploited at best or insects to be dealt with. 


 Handling The Major Marvel Alien Races In The OSR 

About 99 percent of these alien races will change the entire dynamic of any science fiction or science fantasy game that their brought into. This isn't a bad thing as the adventure will actually center around them as a whole. One thing that the Marvel universe centers around is a greater 2000 plus character rich universe. With all of the different versions of these there are plenty of opportunities for the PCs to get into trouble. There's also plenty of untold & forgotten corners of alien worlds, artifacts, & all kinds of things that a Dm can pull into & discard at the drop of a hat.
A Few Useful Links For The Major Marvel Alien Races 

  1. Marvel_Comics Alien Races in Wiki 
  2. The  Marvel Super Hero Rpg by TSR Has all of these races right Here For free 
  3. Here is an Appendix that will provide gobs of information on the more forgotten or neglected races Here
    Most of the alien races I've named can actually be found right in the Marvel Handbooks of The Universe for the Marvel Super Hero Rpg & the Marvel Hand Books Of The Universe comics. All are pretty much indispensable when it comes to setting these races in context for games. 

    This is not a challenge to Marvel any of the copyright holders or their various trade marks. This is being made as a fan parody for inclusion into the private fan based campaigns of the readers of this blog for entertainment purposes. No copyright infringement is intended. Thank you