Showing posts with label NEON LORDS OF THE TOXIC WASTELAND rpg. Show all posts
Showing posts with label NEON LORDS OF THE TOXIC WASTELAND rpg. Show all posts

Sunday, May 15, 2022

The Grass Isn't Always Greener - Sunday Morning Prayer Breakfast & Beat Down! Play Report! Neon Lords of the Toxic Wasteland Rpg & Cha'alt: Fuchsia Malaise

 Our get together on a Sunday morning finds our group of gamer's PC in the grip of alien sentient mutant plants! The gang of player's PC's are on Cha'alt & in the middle of one of the worst neighborhoods on the planet after a night of partying! The players are hired as bouncers to clean out any left over partiers! Except things are not as they seem for our crew of Eighties inspired cybernetic & energetic degenerates!  The bands have gone and the partiers are no where to be found!?! 

 


That's when the adventurers come face to face with 'The We'eedz'! 'The We'eedz are an invasive alien mutant plant species that loves to infect, eat, and prune humanity and other alien species throughout the galaxy. This heinous species arose after the events of Cha'alt: Fuchsia Malaise in the day glow radioactive blood  of the Great Old Ones! 




'The We'eedz' wanted to 'neogiate' with the PC's all of the while trying to flank them. Our Heather Britney Bang Bang 3rd level  wasn't having none of this BS & dropped a plasma grenade into the mix.Things went from bad to worse as the weedz then blasted the party with a psionic head bang for 2d6 points of damage. Foo Man the Wonder Wizard of  Waz  5th level Starspawn  wasn't amused and had put up a magic mind shield.  Things went from bad to worse as the weedz took out The Pink Collector Brutacorn 6th level Sarah's PC growing through out the PC's body. Ronald Rogun Cyberskin level 4 got off a lucky grenade toss and cleared the storm drains & the sewer with another plasma grenade. Tiger Tie Night Stalker 5th cut a path for the party through the wee'edz. 
'The Stack' cosmic barbarian & scholar of beat downs snorted a heavy duty bit of cosmic dust and praised lord Randy began to chant in the name of the cosmic gods! The rest of the party joined in! He was praying for a miracle and he got it! Lord Coke Cosmic Smiter of Justice 7th level brought the pain as lightning & thunder rained around the neighborhood frying the wee'eedz around the party. Lord Randy be praised! If the party wants to get off of Cha'alt they gotta keep working it! Because on Cha'alt this is where the pain starts! 
Wee'eedz 
Alignment: Chaotic
Movement: 60 foot
Armor Class:14 
Hit Dice: 4
Attacks:  Henious Thorns, Flying Razor Leaves, Aging Field, or Weapon
Damage: 
Henious Thorns 1d6, Flying Razor Leaves 2d6, Aging Field, or Weapon
Saves Grit, 13, Agility 11, Resolve 14, Death 14 
Special: 
Grow like the Wind - The Wee'eedz grow 2 foot per round as per their movement 
 Sentient - The Wee'eedz have fed on the blood of the Great Old Ones & have an evil disposition & intelligence geared  towards the destruction of humanity. 

Aging Touch The Wee'Eedz can activate a field once per day for five minutes. Anyone that comes in contact with the plant ages five years for every round and must save versus poison or be stunned for 2d4 rounds

Flying Razor Leaves
The Wee'eedz  has 2d6 leaves that can detach and fly up to a mile away. The plant hears and sees everything that the leaves do. If the leaves are slain, it takes one week to regrow each (e.g., if the plant has lost six leaves then it takes six weeks to regrow all of them.The leaves do 2d6 edged damage. 

To The Max 
1-19 The Wee'eedz grows at at incredible rate seeking  the orafices & soft tissues of its victim. Blood, liquids, guts of its victims body fuel the horror as it shreds anything it can get ahold of! It  to absorb its victim within itself. Does an extra 1d4 damage 
20 Feel The Wee'eedz - The evil mutant plant species deals an extra X6 as it attacks seem to land everywhere! 


So the wee'eedz atre not all that original & were inspired by Skirimisher Publishing's 

Mutant Plant Monsters book which has all of the plant weirdness for the Wee'eedz 









Thursday, April 14, 2022

Neon Lords of the Toxic Wastelands Actual Play Session one! Carcosa Landfall!

 So we've been quietly playing through a bit of Carcosa using Neon Lords of the Toxic Wastelands rpg. Its been interesting to say the least or at least it has been from my perspective. We've got Arnold Kazram Holy Smiter of Judus Death. He's a war orphan who survived the Holy Wars and went on to become a holy smiter of Judas Death. Sorta of a combination of Megadeath & Judas Priest if these bands were actually a heavy metal god. 



The player wants to swap out his clerical spells for some from Neoplastic Press's Metallic Tome and the metal clerical spells within. Because, Jason's character isn't a healer but an ass kicking paladin of  Eighties metal we can let this pass! Arnold is a third level holy smiter usually dresss in a combination of denim and chainmail. And one of his favorite spells is Abyssal Winter; "Abyssal Winter Duration: 5 rounds plus 1 round per caster level Range: 100’ plus 20’ per caster level Ice forms on the floor and grips the victim’s feet. The cold saps strength and speed, freezing the enemy in place. The victim’s move rate drops to 20’ [2] for the duration of the spell. The victim’s attacks with melee weapons receive a -2 to damage, and missile weapon attacks are -2 to hit. This spell can affect 1 target per caster level, but all targets must be within 50’ of each other" 

Arnold is on a mission to avenge his family taken out by the 'Lost Boys' vampire biker gang and he's on a mission to send the vampires to Hell! Even if he's got to Hell and   follow them himself! And this is how are gang goes from Neon Traxx to Carcosa. A miscast by the biker gang's necromancer puts the group in serious danger when they were teleported right in front of a spawn of Shub Niggurath. And the party runs like Hell while fires blinding running like a pack of wild dogs! 

daviblight dark-young-of-shub-niggurath artwork used without permission 

The party is on an alien world and with few options! They made camp on high ground & began to take in their situation. 

Wednesday, April 13, 2022

S.C.A.R.A.B. Cybernetic troopers PC class for Mutant Future & Your Old School Campaigns

The Search Conflict Action Reaction Ability Battle Cybernetic troopers are some of the most dangerous troops that PC's can encounter! Based on Cobra La bio organic engineered technology but refined by Cobra's technological divisions the S.C.A.R.A.B. Cybernetic Troopers are a force to be recokoned with on Carcosa! They are the most fanatical & dangerous of the Cobra troops on Cobras's IV outpost on Carcosa! 

S.C.A.R.A.B. Cybernetic troopers are used throughout the most elite of Cobra's installations & are given access to the inner most advanced weapon systems. Many of these troops are fitted with the patiented Mindbender cybernetic systems and these are the most fantatical troops! 
And then there are those who don't take to the brainwashing & these are the PC or NPC  renagade troops! They are often mercenaries & professional soldiers selling their abilities to the highest bidder on Carcosa. These are often guarding villages & fortification settlements. There are some who believe that the S.C.A.R.A.B. cybernetic troopers are also used as spies and sabatours against sorcerers & others who speak ill of Cobra! 



Artwork used without permission 

S.C.A.R.A.B. Cybernetic troopers 

 Hit Dice: 1d6 per point of CON

Mutations: 1d4+4 beneficial, any category

S.C.A.R.A.B. Cybernetic Troopers is a  soldier fitted with technological enhancements: Cybernetic implants, bio-ware, nano-machines, etc. In place of the normal +3 boost to INT, CON & CHA, Augmented Humans get 3 points to distribute among any ability, and they get "enhancements" in the form of normal beneficial mutations of any category, much like androids. Just like Pure Humans, they are immune to mutation due to radiation exposure. If the character has access to a specialist that can make enhancements, then the character can get a new augmentation per new level, with 5,000 gp upfront. The surgery takes one day to preform, and 3d6 days to recover. 

S.C.A.R.A.B. Cybernetic Troopers AC:15 
Full Sensor Suite 
Weaponry 
AR 77 Long Range Weapons System Damage 1d12+2 Range 40 yards Clip 30 
52 Plasma Side Arm Damage 2d6+2 Range 20 yards Clip 20 
Cobra Vibro Dagger 1d6+3 operational for 30 minutes of continous use. 
Uses Standard Mutant Future Energy Cell 

To The Max: 
1-10 The S.C.A.R.A.B. does double damage as his or her absolute almost religous fanatical belief in Cobra ideals kicks in to add in mayhem & murder! 
11-20 The Cybernetic systems add +3 to any attack rolls as the cybernetic trooper goes in for an absolutely knarly kill! 


This blog entry is not a challenge to the trademarks & copyrights of the holders of the G.I. Joe cartoons, toys, etc. This blog post is for educational & entertainment purposes only

Sunday, April 10, 2022

S.N.A.K.E.'s For Your Old School Campaigns

 "The S.N.A.K.E. is a Cobra weapon, powered armor. It weights 70 lbs, has a maximum speed of 12 mph, and it's maximum range is 17 hours of continuous use." 

/
Artwork used without permission 



System: Neutralizer-Armed Cloaking Equipment power armor (S.N.A.K.E.) 

Armor Class: 3

Hit Dice: 30 

Frame: Biomorph

Crew:1 

Power Source: Energy cell  17 hours of continious use 

Locmotion: Legs
Manipulators: Hands 1d8 per punch, 
Armor: Metallic Powder Armor AC:3 
Sensors:  targetting system (full sensors) 
Accessories: AV Transmitter, Robolink,M.C.L.C. System (mind control loyality Cybernetic systems - Save vs wands or become loyal to Cobra) 
Sensors: Class III
Weapons:2 x modular arms (flamethrower arm with 5 minutes of fuel at 450 ft range Damage 2d6+3 / 5.56 mm machine-gun arm with 300 rounds 1d6+2 40 yards / rocket arm with one anti-personnel SCRAMJET rocket Damage 1d8+3 Range 40 yards )
Add's +3 to all strength or melee attacks 
To the Max: 1-10 The S.N.A.K.E. does double damage to its target! 
11-20 The S.N.A.K.E.S. cuts the head off its target or its weapon fire does knarly damage to its target 

S.N.A.K.E's were used extensively after the M.A.S.S. Affair on Carcosa from Eighty five. S.N.A.K.E.S. saw even more action after Cobra established their beachead & outpost on Carcosa in 2009. The S.N.A.K.E.S were used in the thousands after Cobra tried to take over portions of the planet of the damned. 


S.N.A.K.E.'s were robust power armor that could be used as 'dumb' robotic drone but shines with a pilot inside. The pilot is subject cybernetic brainwashing through the M.C.L.C. System (mind control loyality Cybernetic systems - Save vs wands or become loyal to Cobra). The S.N.A.K.E.'s power armor  system were developed after Cobra interactions with the Transformer cybernetic life forms. See the Marvel papers. S.N.A.K.E's cybernetic systems  were the predesssors for the  B.A.T.T.'s units used by 
S.N.A.K.E.'s power armors have been solid to any number of Carcosan villages & sorcerers. The power armor has had roles as sorcerer's body guards, enforcers, and as protection for these various Carcosa villages against the occult horrors & Lovecraftian monsters. 
Because Cobra uses its Carcosa outposts as testing grounds for its various alien weapon systems & occult artifacts. S.N.A.K.E.'s are still in demand and so are still produced by the thousands. S.N.A.K.E.'s 
 have also been used extensively by Cobra for exploration roles their D gate programs which were directly adjuncts to the M.A.S.S. Device affair of the Eighties. 

This blog entry is not a challenge to the trademarks & copyrights of the holders of the G.I. Joe cartoons, toys, etc. This blog post is for educational & entertainment purposes only. 


Friday, April 8, 2022

The Battle Android Trooper (B.A.T.) For Your Old School Campaigns

 "BATs are the perfect Cobra trooper. They never question orders, shirk duty or surrender. They are cheap and easy to replace. However, BATs do not react well to changes in field conditions, or discriminate well between targets. They will shoot at anything that moves. Cobra Infantrymen don't like to be on the same battlefield with B.A.Ts, and will sometimes dispense BATs into a losing battle, by kicking them out of low-flying aircraft without parachutes. B.A.Ts also have a tendency to burst into flame when hit from behind! " 
B.A.T.S. Wiki Entry 




Artwork used without permission 

B.A.T.S. 
The Battle Android Trooper (B.A.T.)

Armor Class: 3

Hit Dice:20 

Frame: Biomorph

Locmotion: Legs
Manipulators: Hands 1d8 per punch, 
Armor: Metallic Mesh AC:3 
Sensors:  targetting system (full sensors) 
Accessories: AV Transmitter, Robolink
Sensors: Class III
Weapons:The right forearm could be equipped with a flamethrower 1d6 +4 Range 30 ft , laser cannon 2d6+2  Range 50 ft, gripper claw 1d8, or standard robotic hand
To The Max! 
On a Roll of 1-10 the B.A.T. shoot at anything that moves friend or foe continuing on with its objective! 
On A Roll of 11-20 The B.A.T. will do anything within its programming to destroy any targets within 20 feet gaining a +1 to all attacks! 1d6 other B.A.T.S. may rush to the aid of their comrade to overwhelm their targets as per their programming. 

The Battle Android Trooper (B.A.T.) were deployed in the hundreds to the alien shores of Carcosa in 2009 and beyond after attempts by Cobra to take over portions of the alien planet of the damned. 
B.A.T.s. have been sold to a number of sorcerers on Carcosa where they have been used as bodyguards & enforcers by these various black magicians. B.A.T.S. are not liked at all by anyone but their masters as they often are far too literal in their programming. 
B.A.T.S. have also been found in a number of Cobra outposts on Carcosa where they continue to be used in their role as disposible troops. Cobra uses Engineering B.A.T.S to maintain a number of these outposts that continue their roles as last ditch bases for the terrorist organization. 
Cobra also uses Carcosa as a testing ground for any captured alien technology & magical artifacts they find. There have been several incidents of B.A.T.S. gaining sentience through technological occult means & the results have not been pretty. B.A.T.S. have also been used extensively by Cobra for exploration roles their D gate programs which were directly adjuncts to the M.A.S.S. Device affair of the Eighties. See the G.I. Joe papers. 

This blog entry is not a challenge to the trademarks & copyrights of the holders of the G.I. Joe cartoons, toys, etc. This blog post is for educational & entertainment purposes only. 

OSR Review & Commentary On Hell Night Hijinks By Super Savage Systems For The Neon Lords of The Toxic Wastelands Rpg

"For one night a year the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. Within this unholy tome you will find all the stuff needed to run the most spookiest night on neo-terraxx."




"From all the treats to scarf down to the baddies from terror-realm that will scare your socks off!! Included is:



  • The adventure “Detroit-Prime Up All Night”

  • Rules on how to Trick and Treat

  • Hell Night fantastical items and treats as well as mundane treats

  • Hell Night Masks to wear while Trick and Treating!

  • A few additional monsters to add to the holiday fun!"

Hell Night Hijinks By Super Savage Systems For The Neon Lords of The Toxic Wastelands  Rpg is a twenty page Halloween themed Eighties Romp of an OSR adventure in which your PC's come face to face with some of the worst horrors that Neo Traxx has to offer. And its all right in the adventure's opening; "During the time of the Flesh-Gods in the time of the Neon Wars a scientist unearthed a very unholy tome in an archaeological dig. The magic thought to be lost in the sands of time was re-awoken giving the scientist power beyond his wildest imagination. On a day they called Hollow-weens the mad scientist opened a portal to the Terror-Realm causing a rip in the space time fabric causing the portal to open on the same day every year until the end of time itself. Some think the mad scientist survived the portal opening and thrived in the Terror-realm ultimately becoming the scourge of Neo-Terraxx himself. The techno-lich TerrorRex, but that is a story for another time. Now as means to appease the monsters that come through the veil, the humanoid sectors partake in customs and practices they think the Flesh-Gods used to keep the nightmares at bay. This includes Trick and Treating, where humanoids dress up go door to door looking for trouble and get fed massive amounts of sugar and energy drinks. Chronosages do their best to figure out what they see with the sacred smoke, but a lot of times they have no clue what the Flesh-Gods were up to"

Hell Night Hijinks takes place in Detroit Prime & the adventure reads like one part 90's Judge Dread mixed with Nuke Em High swirled in with a heaping helping of Eighties horror films. The Pc's are going to get thrown into the deep end of  Hell Night Hijinks.  The real question is will they survive? And Hell Night Hijinks takes a deep whiff of the systems that were laid down in Neon Lords of the Toxic Wastelands. And Hell Night Hijinks as a beginning adventure for Neon Lords of the Toxic Wastelands rpg! 
We get some really nasty pop culture themed encounters & then double down on those. And while Hell Night Hijinks takes its ques from Neon Lords then enough to keep the players coming back for more!
If your going run Hell Night Hijinks then you going to need equip your party with a Neon Lords Holy Smiter & a cosmic barbarian to help handle the Halloween load of critters. Hell Night Hijinks is part adventure event & dungeon crawl. And it take full advantage of the Neon Lords of The Toxic Wastelands rpg. 
Hell Night Hijinks is a great adventure to throw your player's PC's into the fray! 

Hell Night Hijinks By Super Savage Systems For The Neon Lords of The Toxic Wastelands  Rpg Is Available Here For Free 

Monday, April 4, 2022

E.D.D.I.E. Cybernetic Units For Your Old School Campaigns

 The E.D.D.I.E. Units were created by the Ministry of The Iron Maiden in 6891 to police through time & space. Each E.D.D.I.E. unit is equipped with a 'side slip' time teleportation device after the 'Somewhere In Time' affair on the shores of Carcosa.E.D.D.I.E. stands for Eradication, Destruction, Diliation, Investigation, and End cybernetic unit. 



Chris Shy Artwork used without permission no copyright nor trademark infringement against the artist is implied. The artwork inspired the 

Each E.D.D.I.E unit is made from the cloned necrotissue of history's worst criminials & psychopaths give over to the 'Iron Maiden' ministries patiented RUR  universal matrix brain. Equipped with a necrophasic targetting system & an internal nuclear powered  percision laser pistol (half life 2000 years) 2d6+2 damage. No one knows why the E.D.D.I.E. cybernetic units are on Carcosa but they seem to be searching for something but no ones what. 
E.D.D.I.E. Unit 
Armor Class: 3
Frame: Humanoid 
Locmotion: Legs
Manipulators: Hands 1d6 per punch 
Armor: Necro metallic flesh AC:3 
Sensors: necrophasic targetting system (full sensors) 
Accessories: psychic link with Iron Maiden Minstries 
Weapons: internal nuclear powered  percision laser pistol (half life 2000 years) 2d6+2 damage.
Defense: Force Field capable of absorbing 100 points of damage.Each E.D.D.I.E. unit is equipped with a Side Slip Time Teleportation device capable of seven time jumps before having to return to 'Iron Maiden' Ministries for a full recharge. 
 Note that each E.D.D.I.E. Unit is capable of creating its own  unique A.I. personality over its 20,000 year life span. E.D.D.I.E. units are capable of appearing throughout time & space. 
 To The Max 
On a roll of 1-10 The E.D.D.I.E. unit adds +2 to all hand to hand attacks 
On a roll of 11 -20 the E.D.D.I.E. unit rips the targets head off with a sickening ripping sound! 

Sunday, February 20, 2022

Otherworldly Death Druglord For The Neonlords Of The Toxic Wastelands Rpg

Otherworldly Death Druglords  come from beyond the stars to suck the brain matter from out of the freaks of the wastelands of Neo Traxx to make the ultimate high! These highly dangerous alien humanoids come to use a brain sucker to harvest the highly valuable brain chemicals to get the rest of the galaxy high. The highly dangerous humanoids use blinding amounts of chaos & bloodshed to cover their tracks across Neo Traxx. 

The Otherworldly Death Druglords use a combination of high caliber violence. And the own alien senses to target humanoids with the right combination of brain chemicals to drain. 
Across the wastelands these alien pushers take the heads of anyone they deem worthy of their attentions. 




Otherworldly Death Druglord
Alignment: Chaotic
Movement:40 ft 
Armor Class:16 
Hit Dice:3 
Attacks: Rifle or Spinning Slicers +2 To Hit 
Attack: 2d4! Blaster Rifle, Spinning Slicers 1d8+2, Brain Drainer Tendril 1d4, 
Saves:Grit 11, Agility 12, Resolve 17, Death 10 
Special : Flash Banger, Alien 

To The Max! 
1-19 The Sheer Violence of the Alien Death Drug Lord Gains an Additional 1d6 damage on the attacks 
20 Head Shot - Double The Damage if using the Spinning Slasher and then the spinner richots off an obstacle and then its Decap - Attack! The alien takes the head of the target and then drains the brains of all of the rich brain chemicals. 
The Otherworldly Death Druglord has a flash bang and can throw one as a bonus action. 

The Otherworldly Death Druglord causes a wave of violence that covers their tracks as they take head after head for their valuable brains. His supply of brain chemicals is worth billions to the right buyer even in the wastelands of Neo Traxx. 

This is my homage to one of my favorite 90's films 'I come In Peace' Aka Dark Angel for Neon Lords of the Toxic Wastelands rpg. 


Thursday, December 30, 2021

Dr. Hyde From The Caleco Rambo Action Figures Adapted For Neon Lords of the Toxic Wastelands Rpg

 



Dr. Hyde is one of the many scientist soldier  from another world who were swept onto NeoTraxx during the Glug Chug wars of 2022. Dr.Hyde is grizzled, tough, completely disfigured, and seeking to make a name for himself on the mean streets of Detroit Prime. Dr. Hyde stalks the outer fringes of the wastelands looking for other mutants & horrors to sweep into his army of Chaos! 

Dr.Hyde 
Alignment: Chaotic
Movement: 30 ft
Armor Class:13 

Attack : weapon

Hit Dice:4 

Damage See Weapon Description

 Saves Grit 16 Agility 16 Resolve 17 Death 16  

Special: Cyber Augmentations, Shell Shocked, Weird Science 

To The Max! 

1-19 - Dr. Hyde is a professional! He deals double damage! 

20 - Dr. Hyde takes his target's head for grisly experimentation for one of his Hellish creations in one action. Death is instant for the target! 

Cybernet Augmentation - Dr. Hyde gains one new  random  cybernetic augmentation per adventure from the main Neon Lords of the Toxic Wasteland's rule book. 

Shell Shocked - Dr. Hyde is immune to fear. 

M16 Gun of Hell 1d10 fire damage Range 40 ft 





















Neon Lords of the Toxic Wastelands Is Available Here. 

This blog post isn't an attempt to violate the trade mark & copy right of the property holders. This blog post is for entertainment & educational purposes only. The rpg owner is in no way responible for the contents of this blog post. This blog post is for a personal rpg campaign only. 

Friday, December 24, 2021

Frosty Overlords For Neon Lords of the Toxic Wastelands Or Your Old School Science Fantasy Games

 Hailing from the plane of Ice these semi elemental alien life forms hate the softies and have taken on the mantle of mankind's former seasonal mascots for the irony. Their true form is a cloud of ice & roaring snow but upon this plane it will not hold together. Every year around December they descend from their icy world colonies where they often use local space craft to invade planets. On Neo Traxx the Frosty Overlords have established their colonies & have been expanding each year! 








































The Frosty Overlords 
Alignment: Choatic 
Movement: 60 ft 
Armor 12 
Hit Dice: 3 
Attacks: Icy Fist +3 to Hit or Elemental Eye Beams +2 to Hit, Or By Weapon 
Damage: 1d8 +1 or eye beams 1d6 
Save: Grit 16, Agility 12, Resolve 16, Death 16 
Specials: See Invisible, Infravision 

To The Max 
1-19 The Frosty Overlord deals an additional 1d6 points to the fleshlings 
20 The Elemental Fury takes over their minds  allowing them to freeze the target in place. Killing the target instantly. 


The Frosty Overlords appear every year taking over more & more of the wastelands when their rocket ships appear on the horizon. They are very dangerous & want to strip the land of any fleshlings that they can! 

Artwork is used without permission & Strange Adventures title is copyrighted to DC comics. This blog post is for educational & entertainment purposes only. This blog post is not an attempt to violate the copyright & trade mark of the copyright & trademark owners. The text is copyrighted & trademarked to the owner. In no way is the owner of Neon Lords of the Toxic Wasteland rpg responsible for this post. 

Tuesday, December 21, 2021

1d20 Random Table Of The Contents The Mystery Betamax Tapes of Neon Traxx For The Neon Warlords of the Toxic Wastelands Rpg

 Since the brutal Purple Spandex Wars of Neon Traxx, there are urban legends of a mysterious BetaMax tape that has been floating around the wastelands for years. And everyone has a different story about what this tape contains.And with each telling of the story the legend grows surrounding this tape. 














The Betamax tape itself gives off a strange aura of magick & mystery about it. A any magician that tries to read the tape's aura will have their perceptions slide off it and its deep magnetic tape seems to absorb the light in a way that is too weird. The tape needs a rare Betamax recorder & player to play upon. Only the foolhardy would play the tape. There are so many urban legends & rumors surrounding the tape these days. But what does it have as its contents. 

1d20 Random Table Of The Contents The mystery Betamax tape of Neon Traxx

  1. The tape contains the true formula for Neon Cola and it contains real plutonium as one of its ingrediants. 1d6 mutations if the formula is followed on the victim. 
  2. The internal workings of the tape are actually a demonic gateway to the demon world when the tape is played after 1d6 minutes a stable gateway opens & the PC's will be attacked by a demonic tentacle. 
  3. There are eldritch markings & runes on the tape enabling a major demon soul slaver to view the PC's within their homes or dwellings. The demon can visit the PC in their dreams & eventually after 1d20 days steal their souls. 
  4. Actually the tape is a spell battery holding 1d8 spells for a wizard or the like. 
  5. The tape is full of porn of the royals of Neo Traxx & perfect for blackmail material. 
  6. The tape 1d8 hours  is of a waste land wizard pondering his orb but actually the tape records the contents of said orb. 
  7. Strange graffti maligns the tape and indicates a bunch of seemingly random computer graphic code steaking across the screen. The tape is in point of fact a occult magic technological series of codes for Neo Traxx's WMD's. 
  8. The tape belongs to the Vidiots a cybernetic wasteland series of A.I. monsters trying to break reality. Anyone touching the tape must save vs poison or begin to liquify into an animated character of themselves. The things can be fed on by the vidiots.. 
  9. Strange teeth marks the plastic casing of the tape indicating that this tape is actually a time space gateway to the Hounds of Tindalos's home dimension. 
  10. This isn't a tape but a time space paradox in the form of a tape that can wind 1d20 hours backwards or send the user 1d20 hours into the future when its used in standard Betamax player/recorder. 
  11. The Betamax tape is wound backwards so that anyone playing the tape is cursed with a strange magick causing them to speak backwards for 1d20 days until the effect wears off. 
  12. Anyone playing this tape which contains the cooking recipes of the Hell lords becomes delicious smelling to any monsters within a 2 mile radius around the party. Monsters will seek to eat the PC's who watch this tape. 
  13. The tape contains a wrestling match between Lord Randy & one of the other gods. The PC's are instantly transpored to the gods pay for view venue & temple where one of the gods will challenge them. 
  14. A wasteland wildernesss documentary is on the tape showing & explainng the wasteland creatures & monsters of Neo Traxx. The PC's gain a temporary +3 on all wasteland checks for monsters! 
  15. This is a same version of the above tape but the tape is cursed & it will hurl the PC's deep into the wasteland wilderness of Neo Traxx. 
  16. The gods of Betamax hold this tape in high regard because it is capable of wiping or cleaning 1d30 hours of reality when played. The PC's are instantly holding the tape with no idea of how they got it. The thing is brand new and says Betamax Reality Cleaning tape in Ancient. 
  17. This plastic tape seeths with Neon dragon magic power & gives the player's PC a +3 when dealing with any Neon dragon ladies or lords. It can give the PC a breath attack that does 1d6 damage once per day for a twenty foot length. 
  18. The Glow Tape - This is a work out tape of the gods and any monk that has this tape can gain a level in their class. 
  19. The tape of blood & violence  or the faces of obvilion - This tape has within it the stored essencess of 1d200 damned souls. The tape will teach necromancy to any wizard turning them evil & consigning the 1d200 souls to them. They can raise 1d4 zombies under their control once a day. 
  20. This tape takes the user deep into the quantum realms when played any hacker can use it to access higher mathmatical realms allowing them to go up one level. 







































Thursday, December 16, 2021

1d10 Random Encounter Chart of Peusdo Thugg Assassin Cults Table For Neon Lords of the Toxic Wastelands Rpg Or Your OSR Post Apocalpytic Campaign



 Out in the desert wastelands & toxic waste dumps of Neo Traxx dimensional raiding cults of peusdo Thugg assassin cults  set up lures for adventurers & travelers especially around the month of  December. They are led by a charismatic bardic messiah figure named George. Pre Ancients swear that this figure is none other then an alternative Earth George Michaels. This messiahic serves some ancient dark goddess of murder & mayhem. Each new moon during the month of December they set up oasis of holiday cheer in the wasteland & kidnap both children & adults to work their radioactive mines on their home plane of Wham. They also raid on Cha'alt this time of year as well! They especially favor the areas around the black pyramid. 



These cults often use elaborate holograms, dress up ruins, & even false facades of McMutant resturants & taverns. They also ocassionally set up fake brothels, rest stations, & other wasteland places of comfort. And they can appear anywhere! They can however be found out by the seemingly odd Eighties holiday music that plays from some other planar source. 
1d10 Random Encounter Chart of Peusdo Thugg Assassin Cults Table 
  1. 1d6 2nd level asssassins dressed up as an Eighties pop band tries to lure the characters into a nearby tavern where they will be performing. They are armed with Kurki blades & small shields. There are also 1d20 zero level cultists in the 'audience' to help handle the PC's. 
  2. A travelling band of white hand healers approaches the party to sell healing potions. They are actually 3rd level assassins peddling poisons that will inflict 1d6 points of damage to anyone who drinks them. They will trade with the party for their medicines. 
  3. 1d10 'traders' actually slavers & warriors on a mission to accuire more slaves for D transport off of Neo Traxx approaches the party. They will explain that they have an oasis & camp nearby to help resupply the party. They will invite them back where 1d20 zero level cultists wait for them in ambush. 
  4. 1d6 priests have used the power of their mystic wasteland stones to set up a brothel with 1d 10 toxic succubi hit dice 4, 1d6 bite & claw damage, AC 5 to feed upon the souls of any adventurers they run across. 
  5. A nearby village has had all of its children & adult males kidnaped by the nearby cult. The 'villagers' explain to the party their great sorrow. This is actually 1d20 cultists who will ambush the party & d transport them off of Traxx. 
  6. Santa & his elves appear to have broken down thier sled in the wasteland. Anyone attempting to help Santa is actually going to be attacked by 1d10 cultists armed with black powder guns, small shields, battle axes. 
  7. A wastland oasis offers fresh water, power cell recharges, and safe beds for the night. This is actually 1d20 cultists who want to lure a bunch of adventurers to their doom. They have a make shift alter set up at the rear of the oasis to mystically rip the heart out of any victims. 
  8. 1d20 cultists have set up a busy Mc Mutant tavern & resurant. Its been so successful that they haven't had time to murder anyone. There are now 4 3rd level chefs on staff & 1d20 waitstaff who are waiting on a line of customers out the door. PC's will be attacked by 1d10 wasteland adventurers who want to be waited on. 
  9. A group of 1d10 wasteland travelers who appear to be on their way to a holiday festivities. These are actually 1d20 cultists who will turn on the player's PC's with knives & garrotes. 
  10. 1d20 cultists are putting on a production of holiday concerts but are actually planning on D transporing  everyone within the audience & the addition of the player's PC would be icing on the cake. They will attack the PC's however if any resistence is made. 






Tuesday, November 9, 2021

Crusade of the Sand Bros - Neon Lord of the Toxic Wastelands Combined With Venger Satanis's Cha'alt - Session Report #4

 


The events on Cha'alt have kicked things into high gear as the galactic federation have gotten wind of the PC's capturing a Elysium sand harvester last game. They making off with the contents! This has gotten back to the owners of the sand harvester! And they want the party's heads on pikes! 




















Meanwhile the party is back in the city of A'agrybah trying to get a handle on the 'cosmic coke ninja' that put the party up to job in the first place. And now according to our party's 'cosmic barbarian ' the adventurers  on the hit list of the 'Sand Bros' ! 




The player's PC's have the sand harvester stashed safely with some locals who happen to resemble 1984's Fremen from David Lynch's Dune. The party's war wizard 'Wheezel' has made a deal with one of the demonic clown worms to keep the harvester safe. Yeah that's right the party's war wizard made a deal with a demonic clown worm! 





















The party is thinking of hiding out in the 'black pyramid' until all of this blows over?! This is really questionable logic but the party were on death sticks at the time. How does all of this tie into Venger's  Cha'alt: Chartreuse Shadows Kickstarter?! Well I'll have to wait till payday to find out coming up! 




















Can the party of adventurers survive?! Will they survive?! Do they even deserve to survive given the amount of Eighties pop culture & counter culture references that I have to endure every game session!?! 

Lord Randy Be Praised! 

Monday, October 25, 2021

American Nightstalker - A Neon Lord of the Toxic Wastelands Adventure & Encounter

 The PC's are conscripted by a local warlord to find the daughter of a local duke whose military influence has a direct impact on the smuggling operations of  'The Black Star Order of Nightstalkers'. The Black Stars are connected with lots of shady operations including mutant trafficking, slavery, and worse.  The Black Star  also dabble in demon worship & summoning. 



What no one realizes is that the duke is actually an Earthman who crossed over into NeoTraxx decades ago during the late Eighties. The duke's  brother is current head of the Black Star order of Nightstalkers. The Blackstars have been infiltrating the region in order to establish roots for their current batch of cosmic cocaine to be sold to the locals. The cosmic cocaine is a heinous drug that will enslave the region & is a by product of the Black Star's demonic masters. 














There are currently 5 groups of mutants that the Black Star order are using for pushers & enforcers in the wasteland. There is a 3rd level blackstar soldier/nightstalker called The Wartoad overseeing operations in the area. Any disruption in the flow of money will bring this joker running to the party. He will have 5 low level mutant nightstalker mutant guards with him at all times. If 'Wartoad' is defeated then things get worse. 


This is only the beginning as the Blackstar order of nightstalkers take it upon themselves to personally stamp out the PC's. Every other encounter will be a Black Star nightstalker assassin that will begin to dog the PC's tale until they must turn & destroy the Black Stat temple complex deep in the wastelands of Neo Traxx



Wednesday, October 20, 2021

The Rise of Dr. Raymond Cocteau - An Adventure Encounter For Neon Lords of the Toxic Wastelands rpg

 Dr. Raymond Cocteau has clawed his way out of Hellworld & wants his revenge on the citizens of  the city of San Angeles ! And things are getting weird can the PC's save the day or make it worse with their own ultra violence! 

"Raymond Cocteau: I hadn't counted on this, but I must say you've worked out beautifully. People are terrified of you.
Simon Phoenix: What's new? People have always been terrified of me."

In 2034,  
the city of San Angeles  Science Institute began the dimensional plunger power program. Reaching across the dimensional fabric they have opened their city into the horrors of the 
 Cocteauverse. A distorted nightmare alternative version of the world of San Angeles populated by multiple versions the vile  warlord  Simon Phoenix!  But this isn't the only issue facing 2034  San Angeles! The dimensional plunger has also opened a gateway into Neo Terraxaxx!

































And the pansies of San Angeles need your help! Dr. Cocteau is back from Hell itself! And he's got plan! He's recruited other souls of the damned to gain revenge on the Phoenixes! He's reached into the bowels of Hell world itself & summoned the worst scum including a hoard of cosmic barbarians, a cadre of Heathers called the Brandies, a gaggle of unholy Smiters, and even hired a red death stalker enforcer of 7th level as his personal body guard! Cocteau is still trying to create his perfect pearl of a society. But there are several things that he doesn't realize. There are monsters at every turn both human & otherwise! 

 
































What Doctor Cocteau doesn't realize is that the nightmare world that has fitted itself over the Earth of 2035 is quite weird. Because this is actually infinite 
 city of San Angeles! This world is filled with distorted versions of the citizens of San Angeles but in the shadows there are mutants & demons from Hellworld! These bastards are more then happy to drag the PC's into the shadows for murder & mayhem. But there's another wrinkle as the PC's get to play heroes as the damned souls of the cryocons have returned! There's no John  Spartan to save the day here!

The PC's land in the Cantina Taco Bell as the cultists (page 186 of the Neonlords of the Wastelands rule book) of Simon Phoenix arrive to tear apart the 
restaurant,& rob the customers. 



There are seven cultists & they are using the old scraps tunnels below San Angeles to get around. Deep in the tunnels there is a demon who appears be the ancient hero John Spartan. This monster  will let loose on the PC's with fire arms. He has a cadre of six mutants as his body guards! Eventually the PC's will have to track down 
 Dr. Raymond Cocteau to his old San Angels estate & stop him from distorting the Earth even further. This will attract the attention of Simon Phoenix or at least one them. So why would the PC's save San Angeles?! Well there's plenty of high tech loot, money, etc. to keep any party interested! So what has happened to John Spartan?! That's up to the DM.