Showing posts with label Mutations. Show all posts
Showing posts with label Mutations. Show all posts

Tuesday, September 15, 2020

Macro Organism Sub Space Drives - The Drive Is Alive

 

Macro Organism Drives ready to ship out 
















The Macro Organism Drives are all pieces of a macro organism the size of a universe. First discovered during the first stage of  the Human Expansion. These drives are housed within a stable planar matrix. These drives take up the back half of their ship& are capable of  ripping through the planar spaces between the Outer Darkness. The drive eats about 130 pounds of matter a day & converts it into a stable sub hyper space matrix field. This moves the universe around the ship while it stays stable. The illusion is the that the ship drops into the endless worlds of hyper reality.  There is a 30 % that each time the drive is used that the Hounds of Tindalos  may be attracted to the meat of the drive & chase the ship through hyper space. A scientist might have the proper psionic discipline to exorcise the hounds.

Random Strange Events When the Macro Drive Is Engaged 1d10  
  1. A double of the ship is created & will follow the ship for 1d4 days. It will mimic any behavior the real one performs. 
  2. The music of the spheres will usher through out the ship giving +1 charisma for as long as the music plays 
  3. The drive likes you & will perform to the ultimate limit of its design gets you there 1d3 hours ahead of schedule 
  4. The drive has foresight & will not go to your destination & picks a safer route 
  5. All weapon systems gain +1 on damage as the planar energy is added to total weapon out put 
  6. The drive wants to return to its parent & wishes to telepathically bargain with the party 
  7. The drive grows a nervous system through out the ship & certain functions cause it pain. The party must perform  surgery for the drive to operate safely 
  8. Instead of your destination the ship suggests an alternative universe where things are better then the one you picked 
  9. The drive has diarrhea & needs to shut down 
  10. The drive gains a + 1 for all destinations for today!
Macho subspace drive housings must be replaced every 10,000 jumps & cost 6,000 credits by comparison to other drives. They can become attached to certain crewmen & have been known to telepathically bond with parties. There have been cases where they have risked destruction of themselves for their adopted families!
There are several stories of these drives eating their crews as well & returning to the parent universe organism at the expense of their crews. Happy spacing

Saturday, September 12, 2015

1d6 Random What The Space Adventurers Left Behind Encounter Table For Your Old School Campaigns



Deep in the vast reaches of space there are adventurers & fortune hunters who trail after the cosmic wake of the space gods.  These fools seek their fortunes in the destruction caused in the passage of these ancient god things from beyond time and space. There have been cities turned to diamond, planetary inhabitants rendered into their vital organs, places where ancient relics have been arranged in ritualistic fashion, and far more unexplained circumstances. In the vast wastelands of Accursed Atlantis there have many times when freebooters and adventurers have stumbled upon campsites and other signs of settlements that have simply been left behind. The attention of these cosmic divinities have wrought fear in the very souls of those who follow the space gods. Their auras act as fear spells in all creatures of lesser hit dice and their wrath knows no remorse or pity. There have been instances of alien fortune hunters having been found being turned to plastic, having their forms inverted or worse. Many times in these instances there are alien things such as technology, relics,and other things that adventurers stumble upon. Many of the remains listed below will require a radiation check as the alien sites are infected with dangerous strange radiations or worse.
 


1d6 Random What The Space Adventurers Left Behind Encounter Table

  1. A large burned out area of slightly radioactive glass, there are 1d4 minor relics scattered about and several broken and twisted pieces of adventurer technology. There is a 30 % chance of encountering an alien warrior in battle armor whose scared out of his mind as if he just did battle with some ancient horror. A Jale colored blob of energy rises out a near by crater and begins to move towards your position. 
  2. Thirteen large burnt out rings of magma and fused glass litter the ground here. There are several radioactive skeletons in power armor scattered about and seem to be infected with alien parasites of the nasty variety. There are 1d4 minor items including a scroll of spell storage and a few psychic crystals at various points. 
  3. A campfire location where it looks as if a space craft landed on the sight near the campaign. There are over a dozen non working androids laying down seemingly dead. They're worth as small fortune and some are being parted out to recover the loss of the dead magic wands of the alien adventurers. 
  4. A crashed space craft mark the point where all of the money is made. A small camp of wasteland adventurers has come plunder the space craft, they don't know that besides the 1d4 relics that they've turn up on a daily basis. There 1d8 space zombies in cryo units within the ship that will awaken when the right control panel is hit and they are very hungry. A working FTL drive system is in storage in the ship's hold.
  5. This site is a fully operation mining facility run by androids and robots but there is something radically wrong. This place has an infestation of alien trolls and an odd vision affecting the supplicant when he crosses over the line into the unreality of this ship. 
  6. This site has numerous details indicating that the outlaws just left including fused glass and lots of traces. There is a working laser pistol and a partially empty energy cell. There is also an ancient psychic macro celled organism that has escaped from a cryo sleep chamber and its very hungry. There is also an alien astronaut's remains which include a set of built in enchanted armor into the suit . Lots of scattered junk strewn around the site. And here and there are alien bits and pieces of trash. There is a 20% chance of contracting an alien disease if messing around the junk and trash. 


Friday, September 11, 2015

1d6 Random Dark Relics of Cosmic Debris & Mythology Encounter Table For Your Old School Campaigns

The deepest parts of the Outer Darkness ring with the death kneels of cosmic battles and horrors undreamed of by mankind. The darkness goes about its business between the dimensions, alien civilizations rise and fall to the might and majesty of dead and ancient cosmic space gods.Their passage marks destruction and depravity in between the ticks of the normal space time of Accursed Atlantis. Here in the wasteland the fiery debris from the skies brings madness, disease, and riches of ancient places. Adventurers, freebooters, and fools seek these sites out marked by the trails of meteors, the passage of asteroids and other objects of supernatural and dark magickal importance. Here then are 1d6 objects and relics of cosmic debris found in the deepest recesses of the wastelands. Many of these things are wreathed in weird radiations and strange energies of cosmic horror. Those approaching these sites within a thirty foot radius must save vs death or device or make a mutation check every 1d4 rounds as these alien energies race through their being. Wizards of the blackest aspect pay handsomely for these objects but have been known to murder or do worse to acquire objects and relics of this nature. There may be 1d6 space zombies crawling from the pit where these objects have fallen. These horrors will regenerate as trolls and have many of the same immunities as other undead.


1d6 Random Dark Relics of Cosmic Debris
& Mythology Encounter Table
  1. Ball of Azgindungulo - This overworked ball of brass like material has over its surface three million and twenty names of demons of the Outer Darkness. Contained within are the ancient souls of things long since dead in this universe. The ball acts as a symbol of insanity if tossed into the air. Those touching it will fall under its weird mind effecting spell if they lose their save vs wands roll; they may be overcome by this temptation. Wizards will be able to open windows to sanity shattering  alien vistas of reality and see the passing of the Space Gods. 
  2. The staff of Gwelororot is a rod made from the metabolized souls of ancient aliens twisted into the form of a rod, it allows its owner to have immunity to electricity and poison along with a dash of mad telepathy.During times of the full moon the user is resistant to acid and fire. But there is a heavy price after 1d4 months. The owner's soul is damned and demons from the dead planets of the Outer Darkness come to claim the fool. 
  3. The bracelets of Mordulaulrornt - The owner of the bracelet gains 1d6 wizard eyes that takes on protomatter form for 1d4 hours but the user must process the mad and alien perceptions that these eyes provide. The user may become psychologically addicted to using the bracelet and may have a 10% of turning into a weird alien eye thing from beyond space and time. 
  4. The Disk of Elircaurcatutu- the owner hears the dead thoughts of ancient slain gods from beyond space and time before the beginning of the universe. They gain 1d8 black magick  spells of 1st or 3nd level nature but each time the owner dips into the wells of prehistory protocreation knowledge they become less dimensional solid. After 1d6 uses the owner has a 30% chance of fading away where the demons at the beginning of all may devour his soul. 
  5. Gwelororot The Rotted Walker - The alien statue of an ancient insect is actually a small alien demon capable of spreading a vile negative plane strain of ghoul plague. It will kill and animate 1d6 corpses every two days for its demonic alien master. Each death adds yet more energy to the souls the horror beyond time consumes. It offers good fortune and riches for every two souls it stores and consumes for its master. These horrors are sought by wizards and necromancers of the darkest aspects. 
  6. Laurtugodoba's crystals - These spell storage crystals are said to grow on the facial hair of their undead demonic master who is locked away around a damned and dead star. These crystals fall to Earth and enable a wizard to store an extra 1d4 spells within. The thing is actually an alien parasite and skims just enough energy until it hatches into a type I demon of insectoid aspect with dragon fly wings. The horror will try to consume the souls and bodies of the wizard who uses these things. But it a game of diminishing returns. Wizards still seek these things out knowing full well the horror and depravity that follows in these artifact's wake.

Monday, August 31, 2015

1d6 Random Gifts From The Space Gods Table For Your Old School Campaigns

The wastelands of Accursed Atlantis are thick with ships and strange phenomena, often times encounter with unknown alien powers and things beyond the normal ken of mankind alters the very fabric of a PC. Some appripute these gifts to be the work of the Space Gods who still are altering and monkeying with the DNA of the human and near human races of Accused Atlantis. Some see these gifts as blessings, while others see them as cosmic jokes at the expense of those who receive them. Many times those who undergo these changes become outsiders and are considered madmen or worse by their tribes.


1d6 Random Gifts From The Space Gods Table

  1. The brain chemistry of the victim is altered and several ancient pathways are opened up, the victim gains +4 strength and +2 to his combat rolls. The fool is subject to berserk rages  now during combat.
  2. The victim's psychic awareness is increase for an obscene amount, their wisdom score gains a +3 and the vale cosmic is lifted. The victim can see the invisible and is very sensitive to the infra red spectrum. 
  3. The victim gains +1 claws and their damage for hand to hand attacks increase. They also have the strength to tear apart light metal and some soft woods. 
  4. The victim's brain is super charged and they are able to receive 1d4 minor prophetic dreams per night but the information is broken and fragmentary at best. They're wisdom score gains +2 because of the intense senses and super charging of the mind. 
  5. The victim has his skin and body structure altered as incredible energies are bathed on his body. The victim gains a +2 to his constitution scores, the victim is has their bodies primed for battle. Their armor class goes down by two points. 
  6. The victim gains sight beyond and is able to track the movements of the Outer Ones and the things beyond the vale. They may also struggle with the fact that they can see into the souls of many normal folks and pierce the motives behind the lies of their neighbors. They can strike what can't be with the energies of the 'power' and demons can be taken down as a normal monster . 

Saturday, August 1, 2015

1d10 Random Mutations For The Children Of The Gods Table For Your Old School Campaigns

Often the powers beyond the ken of men send their agents and agencies among the people's of Accursed Atlantis but many have grown wise to the presence of these sons and daughters of the 'gods'. Adventurers and freebooters alike have grown skeptical to the powers and abilities of the children of the gods. Many times these  wandering fools and warriors find themselves among adventuring parties sometimes even  unawares of the lurking time bomb within their very flesh. These demi gods of destruction can and often do erupt in displays of incredible destruction! Here then are ten random mutations that might cause your PC's some weird situations of horror and headaches. Note that PC's having these powers and abilities are immune to them unless noted in the entries.

1d10 Random Mutations For The Children Of The Gods Table

  1. Berserk rages gain +4 to all damage rolls as your flesh roils with the coils of power and rage of the alien gods that rages in your mind and body. You must rest for 1d6 hours afterward. During these rages that last 1d4 rounds you can't tell friend from foe unless a successful charisma roll is made by some one near and dear to you to snap you out of the rage. 
  2. Acid shedding - The character's skin leaks a bio synesthetic acid to which they are immune but all around you everything you touch is damaged for 1d4 points each round. The acid burns with an alien violence and only with a wisdom roll can the PC control its weird properties. This stuff will be or must be shed three times per day. 
  3. Alien Fury - The character summons energies from beyond the pale even though they seemingly have no control over this alien storm of rage. There will be 1d4 lightning strikes around them as the spell and a radiation hazard as the very core of nature rolls with their unconscious fury. Only a successful wisdom check will reign in the violence of this ability. This ability must be and can only be used once every three days. The violence of it will temporarily drain the PC. 
  4. Hazy Shade - The PC's hands and flesh are surrounded by a nimbus of energy that gives off radiation but adds +3 to all hand to hand attacks. The energy causes fear as per the spell in all who see it. Usable three times per day but it must be used once a week or it will erupt from the flesh of the owner. 
  5. Child of Fire - The character is immune to fire in all forms but must bath in it or the elements will come to play with them once a week. The character's flesh wreath's itself in the stuff and all forms of it cleave to them as a puppy or pet. The character will be sought out by creatures from elemental planes of fire, smoke, and energy. The character must make a wisdom check to control these things, and charisma rolls to remain on good terms with these life forms. These abilities must be used once a day or the elements will conspire to make it the violence of these things happen. 
  6. Three times three - The character will assume the form of three animals and swap their characteristics for the creature but these will result in a mishmash of traits from the three. Wisdom rolls are required to keep these forms straight. Anyone seeing these mixed up shapes must be subject to a Fear spell because of the alien weirdness that accompanies them. Druids and nature friendly types will see the character as an outside influence and complications could result. Abilities are useable three times a day or involuntarily during the full moon. 
  7. Serpent's wisdom - The character takes on temporary aspects of an alien serpent life form from smell, to skin, to bite, but the price is that those around him fear and loath them. -2 on charisma. These changes are temporary and may indicate a heritage of the gods of wisdom or evil. Abilities are useable three times per day.
  8. Wisdom of the Gods - Three times per day the character may add + 3 wisdom points and gain an alien insight into a dire or disastrous situation for the betterment of others. The price of which is an increase  in fertility and  libedo but this can be directed in pursuits of knowledge and wisdom instead with a successful save. 
  9. Child of Space - The character's skin turns as black as pitch and they're bodies show with the void of the infinite, they gain the ability to do 1d4 points of cold and void damage per round to anything they touch. But the also gain the ability to sense shifts in dimensional gates and other worldly magick within a 3 mile radius around them.  The change is temporary and can only happen twice per day. The strain to cause the change will cause 2d6 points of damage to the character if pushed beyond the limits. 
  10. Center of the Storm- The character is the focus for chaos and horror within themselves and a telekinetic storm of incredible potential rages within their minds and souls once per day this can be unleashed upon the world around them in a thirty foot radius. Anything within a thirty foot radius will be lifted up and hurled into the air as the weird alien violence picks them up and tosses objects, people, etc around. Anything weighing more then 270 pounds is safe. A wisdom check is needed to bring this power back under control. During the full moon this storm must be unleashed or the character suffers 1d4 points of damage as the forces rage within their very souls. 


Monday, April 20, 2015

1d10 Random ''Blessings' & Mutations Of The Ancient Kings Table For Your Science Fantasy Campaigns

They are the ancient alien kings who ruled the solar system before the coming of mankind, they're names are legion and as mankind reached his hand to the Outer Worlds past Neptune, he found evidence of their passing. The shattered remains of a once mighty empire gone to dust among the howling winds of these weird alien worlds were found by mankind. But man has always been the great adapter took on the only remaining thing of these strange peoples, he adopted their genetic heritage. From mysterious blue and green pyramids of semi divine metals the great 'blessings' of these ancient kings are imbued upon new agents who follow in the wake of this fallen kingdom of alien kings. But are their blessings for good or evil? Only time will tell. 
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The ancient violet liquids and divine potions from the distilled royal bodies flow into new inheritors of ancient wisdom but will this be your PC's? Weird impulses, strange thoughts, and event speculation of the whispers of alien souls are heard in the halls of certain places. Here then are 1d10 random mutations that may only be passed by the blessings of the mysterious Violet Monks of The Ancient Kings. For a small tithe of several thousand gold pieces these blessings might also be yours.

1d10 Random ''Blessings' & Mutations
Of The Ancient Kings Table  



  1. Voices in The Night - The gifted can sense life and mysterious energies with a twenty foot radius, strange and mysterious whispers echo through his mind telling him some details such as the type of radiation or life that is present. There is a 20% chance that if magic has been cast that the gifted will know what type of spell or rite has been done and how long ago. The imubed will have strange antenna like growths from their heads when they receive this blessing. 
  2. The Strength of Alien Ages - The gifted adds three or four inches of height to their frame and gains + 3 to their strength, a ruddy sheen spreads across their skin and they add +3 to their Constitution. But they become less emotional and far more distant from their fellow men. 
  3. The Coming and Going of Kings - The gifted can see and smell the dimensional trails of travelers. Dimensional gates and portals cause the PC's eyes to glow and a trail of energy marks any dimensional gates that are within a 40 yard radius of the PC. They can follow such trails as blood hounds. 
  4. Makers Strength and Rage - The PC's fists glow with the light and fury of dead alien demon haunted stars and the PC gains +4 on all hand to hand attacks. But the energies linger after such attacks causing all within 30 feet of the gifted to make a radiation check as the alien radiations leech from the fool's hands attacking all. The gifted is immune to his own alien emanations.
  5. Gills of The Gifted Ones - The PC is able within 1d4 rounds to adapt to any atmosphere as his body's army of nano gilled processors cope and straighten the soul's frame to the planetary conditions. Those who receive this 'blessing' are a - 4 Charisma. The nano gill structures are quite evident and ugly to most eyes.  
  6. Eyes of the Void - The blessed one gains eyes and brain apparatus capable of seeing into the voids of space and time. The fool may gaze up to 1d8 light years away. They're eyes are black alien pulsing things making the blessed -5 on Charisma and they must be protected with specially made eye wear available through the Violet Monks for 6000 gold pieces per pair. 
  7. Understanding Of The Kings - The fool erm gifted is able to understand any alien pieces of technology as the biological computer structures within their minds spins through billions of computations as to the understand of such alien devices. The gifted one gains bright blue and green pulsing veins upon their fore heads and +5 to their wisdom scores. There are those who whisper of the alien understand and weird aura about such individuals however. 
  8. Crimson Bands of the Old Kings - The flesh of the gifted is crisscrossed with strange coloured bands of crimson and red. This is actually an alien thing that feeds and nurtures its host disabling the need for sleep or food. The blessed no longer requires these and will vomit forth food. The blessed now only goes into a fifteen minute rest period. These bands allow the blessed to recover and heal 1d8 points of damage but each time this is used another bit of the fool's humanity withers away and they will receive some minor alien feature. - 1 on their Charisma attribute. 
  9. Countenance of the Kings - The gifted gains infravision and his face warps into an alien form, taste and hearing become close to an elf's and he is able to hear colors. The fool takes on a semi demonic countenance and is able to sense the relics and works of the Ancient kings within a 30 foot radius of him. Further all robotic and cybernetic servants of the Ancient Kings will function for this being. The blessed will also gain the eight fingers of the kings as well gaining +2 on Dexterity. -4 on charisma with humans and near human races however as the ancestral memories of these beings brings hatred and disgust at a genetic level across the centuries. 
  10. Robes Of The King - The gifted becomes an ancient king in form and deed, he gains 1d4 mutations from this list and another five minor mutations from the appropriate matrices. The Ancient Kings will call to their brother from across the stars and enlist his help in their fight against Chaos itself. They may 10% ask the fool to return to the mortal plane after suitable training and seek out their works across the alien stars. The PC may be spoon fed missions by his mysterious benefactors and rope in their comrades into these adventures.
  •  Note that this list of mutations is from my Warlords of the Outer worlds campaign & PC's will not be receiving these benefits right away or at all depending upon adventures and missions. 

Saturday, April 18, 2015

1d10 Random Cave Men Mutations Table For Your Old School Campaigns


Cavemen are found in every strain of D&D and retroclone game systems,they're one of my all time favorite races to use including post apocalyptic wasteland games. Recently a friend expressed the fact that their aren't enough mutations available for these flexible and highly adaptable near human beings. So here's a quick random table of cave men mutations for your old school campaigns.


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1d10 Random Cave Men Mutations Table

  1. Shamanistic sight - This mutation of the optic nerves enables the gifted to look into nearby dimensions and see the spirits of the world around him. Hidden mystical energies and portals are visible to the owner. Magickal items have a strange aura about them and might cause pain to the 'gifted' who has this mutation. 
  2. Extra hard claws - The owner of this genetic gift gains +3 on all hand to hand attacks as these weird bone like growths extend from the owner's fingers. 
  3. The Extended Mind - The gifted gains +2 on his intelligence skill and has a knack for survival as well as mechanical devices. 
  4. Feel The Prey - The gifted has an affinity for prey animals and is able to track his quarry psionically over vast distances of over a thousand miles or more.  A wisdom roll is required for ever 40 miles or more. 
  5. Sense  of Magic - The gifted is able to feel and be affected by magic energies, they're senses burn with the energies of magic. They may sense any casting or rites using magic within a four mile radius of them. Those with this ability get nose bleeds when near places of strong magic. Often this will be of weird substances or strange liquids. These being can sense and hate the demonic though as it causes physical pain to the gifted. 
  6. He Who Crosses - Once per day the gifted may blink as a blink dog but there is a 30% of teleporting an extra 1d4 miles randomly when this ability is used. The gifted can automatically sense the direction of friends and family should this occur. They must walk back to these people. They can't teleport back to them. 
  7. Wandering Insanity - The gifted has dangerous or insane visions from the Outer Darkness. Once per day these sanity shattering visions can be projected at a target within line of sight. A save must be made or the target will be stunned as these mind bending visions of high weirdness run through their minds raping the victim's sense of sanity. 
  8. The Horror - The  gifted vomits forth living flies, bees, or other alien insects once per day towards the target. These horrors attack as per an insect swarm spell. These alien things are from a micro dimensional gate within the gift's gullet.  -3 charisma as these horrors move and swim under the fool's skin and organs. 
  9. Talk with the ancestors - Once per day the gifted gets cryptic visions from his ancestors in matters of hunting, survival, and other important matters. The gifted is also the target for ghosts and others who have passed on. Undead may catch this poor sap's scent and think him delicious. 
  10. Trails of The Unknown - This gifted is able to find, track, and move across nearby dimensions to nearby alternative worlds. There is a 20% chance per day of bringing 1d4 people with him. This activity causes a 1/2 point of damage per person. The ability can only be used once per day.
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