Showing posts with label OSR monsters. Show all posts
Showing posts with label OSR monsters. Show all posts

Saturday, May 25, 2024

'That Which Stalks & Murders ' - The Nighterror A New Horror For The Wretched Vigilantes Rpg or Wretched Darkness Rpg

 'The cries of the last man or woman dies in the Scottish immigrant  mining camp in the mountains of Nevada.  Hideous inhuman laugher echoes off the tents as a few low moans escapes from the soon to be corpses" 
Written over every surface of the tents in Gaelic was the following, "Chan eil duine a 'teicheadh bho spògan eagal na h-oidhche" The heavily armored form of the flaming green skull seemed to lear more. 



I took nighterror's form from Bradley McDevitt's 

Clipart Critters 392 - Phantom Skull


2024 the Nevada desert the hulking figure clad in purple spandex like material leered over the super heroes, ' "Chan eil duine a 'teicheadh bho spògan eagal na h-oidhche" 

"Cha toir thu buaidh air uamhas!" came screaming out of the pink haired Fey themed hero warrior that looked deep into the eyes of the hulking figure standing over the remains of her team of adventurers! 

The Nighterror or 
Tòrachd na h-oidhche is a former ancient spirit that once was associated the ancient Scottish rites. This spirit degenerated into an Earth bound demonic form that takes the shape of a hulking muscle bound mortal bound in a bright glowing purple spandex like costume & bright green floating skull. Today the  monster is now a psychotic demon of fear bound in mortal form. 
Nighterror is drawn to places of mayhem, violence, & fear! These are the thing the horror feeds off of. Immune to most conventional mortal  weapons & harm the creature uses massive superstrength to cause as much destruction and loss of life that it can. This demons powers are dependant upon terror & fear. It also has limited abilities of illusion, confusion, and domination. 
It's true form is that of a screaming, burning ball of fire, & noise. This form is often used to sew confusion among it's enemies and to travel about. Nighterror's second form of the spandex costumed muscle man is used to stalk it's victims and gut them. It then terrorizes thier friends, family, and blood relations with insults, taunts, and violence. 
Since the Nighterror is an Earthbound demon the creature has a physical form that can be vanquished. Priests or clerics can turn the horror as if it was a spectre. Five times per day the Nighterror can cast fear as per the ritual instanteously. Twice per day the Nighterror can cause confusion as per the ritual as well. 
Since the Nighterror is an earthbound demon the horror can easily shift it's form from male to female sew even more confusion.

Nighterror
Code Name:Nighterror . Real Name: Tòrachd na h-oidhche  Profession: Earthbound Demon. Sin: Guttony. Level: 4. Defense: 14. Health Dice: 4d. Health Points: 25. Movement: 22 meters. Attacks: 1 with claw or weapon. Damage: +2 to hit, by weapon type. Resolve: 10. Skills, Athletics, Acrobatics, Brawling,  Computer, Crime, Drive, First Aid, Guns, Knives, Law enforcement, Survival. Powers: - Perfect Direction Sense: Never gets lost and can always locate magnetic north. - Tracking Scent: Can track a target up to 4 miles away via, Fear Ilusion - Can create illusions based on the target's greatest fear, Claws, Fear Feed - The nighterror drains 1 health dice per melee hit, Five times per day the Nighterror can cast fear as per the ritual instanteously. Twice per day the Nighterror can cause confusion as per the ritual as well. 
The nighterror often has several levels in super strength but it has recently fed on a local hero and overfed so it is slowly processing the hero's soul.  

The nighterrror's usual stalking grounds are Fresno,Nevada and appears to have been released by the passing of the solar flares.  This solar flare sewed the seeds of fear and confusion that released it from it's prison in the Beyond. The nighterror has been known to follow certain juice targets back too New England. But it's usual stalking grounds are  Fresno Nevada to which it always returns!



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. 

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


Tuesday, October 13, 2020

Dragonhawks For Your Old School Sword & Sorcery Campaigns

 

The dragonhawk is a distant off shoot of the Pteranodon family and are large predatory dinosaur like creatures many times the size of their evolutionary cousins. The dragon hawk is a master of the sky and there are very few animals or monsters that can match them in flight. They are very robust, & capable monsters able to take down and feed on prey many times their size with impunity. They have vicious quasi serrated beaks that can slice and tear into prey. Along with vicious claws able to hook into flesh & bone. Couple this with eye sight that can identify prey from many miles and you have a predator that can dive out of the sun's light and carry off a fully grown prehistoric deer or man with easy.
These deadly predators fly,make nests, and are tied in with the volcanic mountains that they call home. They will often fly many miles to find prey animals to feed their young and have been known to store food in smaller semi nests for later recovery. They have wide variety of hunting routes often covering up to a 1000 miles.

The dragon hawks work as both flock animals similar to the behavior of wolves but with a complex pecking order of leadership and as lone predators always on the hunt.These dangerous animals are feared and respected by those who share the ground and the skies with them. Local clans of fighters, barbarians, and warriors often have a dangerous mystic rite to bond with these creatures. Those who survive such ordeals are forever bonded with the creatures. Only the most fool hardy of warriors do this though. There is an element of the soul in such bonds, and those whom the dragonhawks reject do not survive the experience. These monstrous creatures are mystically bonded with their riders and often shamans, knights, paladins, fighters, and warriors of certain blessed clans use dragonhawks as mounts.
Volcanoes play a key role in the very existence and lives of dragonhawk flock's lives. These mountains provide the Dragonhawk's flock with key ecological elements to their very existence from vital nutrients and vitamins that are incorporated into the bulk of the predatory animals to rich soil where they make their nests. Dragonhawk behavior and hunting habits are as explosive and seemingly fool hardy as the behavior of the volcanoes around which they make their homes. 

Powerful dives, raking claws, and terrifying bites of the beaks of these creatures are often the last things that their prey will experience. Dragonhawks are flight class A for old school games and have much in common with modern fighter planes. Able to pull of maneuvers and dives of incredible complexity at a moment's notice.

Dragonhawks
Frequency: Rare 
No Appearing: 3-18
Armor Class:7 
Movement: 5''/17"
Hit Dice: 6+6
Dex:10 
% In Lair: 20% 
Treasure Type:- 
Number of Attacks: 2/1 
Damage/Attack:2-8 Claws or Bite 3-18
Special Attacks: Nil 
Special Defenses:Nil 
Intelligence: Semi to average 
 Alignment: Neutral but very aggressive & cunning 
 Size: L(70 foot wing span)
Psionic ability:Nil 
Attack/Defense: mode

Those who bond with dragonhawks gain a very aggressive streak as the animals and are often prone to fights for dominance within clans. These fighters also gain a +2 to all wisdom checks but -2 on charisma as the creature's instincts color everyday life for the rider. Dragon hawk riders also gain a hunting and danger sense that borders on paranoia in some respects but gain a +2 in initiative in combat. The rider gains no extra long longevity  to their lives in the bond with their mounts, in fact dragon hawk riders are regarded  as fools and risk takers by their very clans. Those dragonhawks who lose their riders to flying accidents and the like often become clan animals. And these animals seem almost pragmatic about such losses allowing others to ride them into battle. Dragon hawks will share their kills with their riders but expect first dibs on kills made by the rider during the hunt. Such is the behavior of these proud and some what vain hunters of the skies. Lone dragon hawks or wild flocks can be encountered on their own and are some of the most dangerous flying hazards that adventurers in lost world can face. 



This is a homage to one of my all time favorite guilt pleasure films Fire And Ice  not a trademark or copy right violation or challenge to the film  or the role playing systems mentioned in this blog post. All images found using google image search & belong to their respective owners no copyright or trade mark infringement is implied. This blog post is for educational & entertainment purposes only.