Showing posts with label Super Science Items. Show all posts
Showing posts with label Super Science Items. Show all posts

Monday, February 8, 2016

1d20 Random Martian Super Science Finds & Relics Table For Warriors of the Red Planet Second Edition & Your Old School Campaigns

In the far and remote corners of Mars there are still ancient secrets and caches of mysterious relics that await your PC's. They're power borders on magick and world bending power, they drive men mad and deep into the Martian interior in search of the aura of power that surrounds such objects.



There is a twenty percent chance of these objects carrying a minor curse or weird magical effect upon them that has come down from the ancient ones.

1d20 Random Martian Super Science Finds & Relics Table

  1. Azgbagororogli Bakong's Folly - This device was created by a minor Martian noble who was fused in a teleporation accident with his father. The resulting mad genius created a device that bends space and time allowing 1d8 temporal illusion of the owner to be created but there is a 30% chance each time this device is used that a temporal doppleganger will be left behind to try and murder the owner. The effect lasts for 2d6 rounds. The illusions can be commanded to do a wide variety of minor acts within 20 feet of the owner.
  2. Fauroliaula's Sword - This sword was formed from the crystalline heart of an ancient warrior of Order, the sword hates a evil and chaos and will try to take over the owner. It acts a +2 weapon but there are those who think the thing is actually a part of an ancient war mechanism left over from a long forgotten Martian war.
  3. Glarg Kabantul's Statue - This weird technological organic statue is a combination of advanced elemental technologies and sorcerous power. The statue holds the mental matrix of a long dead mentalist and has 1d6 random mentalist powers when found. But after 1d6 days of the owner using it, the evil spirit of the thing will try to possess the owner and return his evil to Mars.
  4. Lirg Maurug's circlet - This piece of jewelry allows the owner to phase walls as per the ghostly power but it only works for 1d6 times and then the circlet will swallow the soul of its owner to power its next cycle of abilities.
  5. Nglaurcala's crown - This crown allows the owner to see into 2d6 nearby dimensions and affect the inhabitants of those. Used in the past this crown could according to legend and myth open inter dimensional gateways allowing the horrors and weird things to attack Nglaurcala's enemies. He was a powerful sorcerer of the Black Gate.
  6. Otutur's Device - Is a device of power capable of holding the powers of the Outer Darkness at bay. These things will not come within a twenty foot radius circle of the owner and will take 1d6 points of damage per round to their temporary being. But the device must be fed 1d8 pints of blood per day or it will cease operation and may even act as a lurer for these beings.
  7. Rguing Saronimercher - Is a statue of a minor Martian noble whose father had him preserved as a guardian and warrior for all eternity in Mar's ancient past. This statue will create an electrical field capable of frying a small army of men within a sixty yard radius of its activation. The key word is written on the fore head of the statue which will do 1d8 +2 points of damage to all within its field of operation as it taps into the ancient Martian dimensional poles. The key word can be spoken from over a mile away and the statue will activate. Ancient scrolls say that the statue murders those of evil who use it for horrid acts.
  8. Llotlot - This is a six legged ancient Martian animal preserved in the flesh and with weird cybernetic machinery within its hide. Upon activation this thing will seek out ancient treasures and relics from nearby vaults and hidden Martian lairs. This thing is much sought after by wizards and the like
  9. Migol-hoteho's Dagger - This ancient key like device is used to activate certain forbidden technologies and ancient relics. These are detailed in the Hy Ra scrolls of power and mystery.
  10. Naub's Horror - This is an ancient device used for assassination and terror by the Order of The Crimson Death. The horror upon activation flies to its target which has been telepathically programmed into the small mechanical looking insect life form & poisons the target. The target must save vs death or die immediately but that not the final insult. The device collects DNA, and other genetic information which the owner can use to grow a replacement of the target and under the owner's control.
  11. Noat's Breath - This relic of war is used to create a cloud kill effect within a seven mile radius of its activation by remote telepathic command. It will have 1d8 charges within it when found.
  12. Photatach's Reliquary- This ancient coffin like device is used to create exacting life like cybernetic parts and organs for its owner healing 1d20 points of damage. But there are those who say that the ancient god thing owns the minds, souls, and bodies of those who use this device. 
  13. Sabo-bhaqusth- This ancient Martian device is actually a telepathic resonator and creates a sense of god like well being and false sense of religious like well being. It is said to have been a relic of war and those who worshiped this false idol were brought under the telepathic control of its owner. Details of its operation remain lost to history and legend at best. It can create a charm spell within a 3 mile radius of its operation.
  14. Siq-arabot's Ray - This relic creates a ray that can both heal the mind, and soul of foul demonic energies but the owner's aura is vulnerable to the powers of darkness for 1d8 days after receiving treatment. Seven mentalists must be brought in to guard those being treated with this device.
  15. Migol-hoteho's Worm - Is a relic of ancient times that swallows a victim and unless a save vs death is made the victim is turned into a cybernetic warrior of incredible destructive power. But rulers have thought at this device could be used to create armies of these warriors not so. The warrior created by the worm serves the device's twisted programming and hidden agenda. Warriors fight as 4th level fighting men and have radium weaponry built into hidden caches.
  16. El'hactuteiqu's Wonderful Navigation Device - This relic allows one to teleport across incredible distances including 1d8 light years of interstellar distance but the device's minor abilities allow one to to peer into hidden nearby worlds and scry into hidden regions of Mars. There is a 20% chance each time this is done of activating the teleportation powers. These devices are sometimes hidden in remote caches of the Martian underworld.
  17. Hathaigggh's Memory - This device is actually the stripped mind and soul of several ancient black wizards and allows one to access to remote and forbidden secrets of black magick that swims in the unknown soul places of the Martian underworld. There is a forty percent chance that when these wizards are consulted that a demonic life form or worse is summoned. They are a dangerous, evil, and fickle lot of murderous horrors at best in the memory. They can use 1d6 black gate spells per day and spread their corruption within a 20 foot radius.
  18. Iqu-eit - This ancient robotic like device is actually a medical robot of incredible skill capable of healing wounds to both body and mind. These bots are sought after but very rare because of their abilities, they have the ability of a cure heavy wounds spell six times per day. Evil scientists are known to reprogram them for very dangerous purposes including the creation of certain forbidden cybernetic technologies.
  19. Liquthotl - A remote flying sorcerous basket ball sized eye like devices used in summoning rites, the will blast targets for 1d8+1 points of damage and a wizard is only one who might be able to sooth them with a charm spell to telepathically reprogram them. They can under the right circumstances and rituals be used to summon a major demon or other outer worldly essence.
  20. Zha-goth- Foul and dangerous relics of war capable of being used to open forbidden dimensions, these watch sized devices can open hidden Martian dimensional seals and gates four times per day. They are forbidden left overs from ancient times and many Martian cities will instantly slay those who have such devices.




Sunday, June 14, 2015

The Visitors & Their Armed Forces For Your Old School Campaigns


The Visitors are a seemingly benevolent race of aliens who extend the hand of friendship and peace to human and humanoid races across the dimensions and planes.  They are in fact insidious inter dimensional and interstellar conquerors from beyond the pale.


They come from beyond  the Outer Darkness in their great flying wheels, the Visitors are beings of seeming benevolence and order under whose boot a world is marked by  brutality.The Visitors first appear as refugees seeking asylum upon worlds of Earth like quality and looking to exploit  natural resources. Nothing could be further from the truth.  Those who give into these fiends will soon have all rights & free choice taken away. Worlds taken over are nothing more then factories whose populations feed, house, and process themselves for their alien masters.  The citizens have short brutal and repressive lives.   As their master's gigantic mother ships  hover over the capital cities of a campaign's major cities.
Armed with advanced relic plasma blasters, Dew Pistols  these soldiers from another world will not take resistance lightly. They  are the equivalent of a 2nd, 3rd, and 4th  level fighters and officers are 6th or better level NPC's.  They are  very dangerous to cross and crush resistance with force and impunity. In dimensions and planes where these empires flourish there will be Visitor mother ships over every capital city. There will be Visitor towers in rural areas marking these areas as holdings.
 Local resources and the population are considered products to be packed up, and shipped off to Reptilian & serpent men based  worlds across the dimensions.
The Visitors or reptilians have had interactions with the human race for eons and this interaction does not seem to be ending any time soon. Humans and near human races are far too valuable a resource and food supply to simply be discarded.
Visitors have been encountered in many worlds, timelines, and dimensions. They should not be taken lightly. The officers, administrators, and higher ups may have magical or psionic abilities. There is a 40% chance of these abilities appearing in NPC's.


Visitor Origins & Tactics




 The Reptilians who escaped the destruction of their Mu colonies and their ancient Valusia serpent men ancestors from their ancient  home lands. They're gigantic mother ships still roam across the planes through the Outer Darkness and have been seen on a number or alternative Earth home world and the like. They're serpent men based occult religion and  cults firmly established as their mother ships and towers can be seen stretching across the face of countless planets.
Frequency: Common on controlled worlds. 
No Appearing: 2- 200 
Armor Class: 7
Move:12 
Hit Dice: 1-6
% in Lair : 60% chance 
Treasure type: M
No of Attacks: 2 
Damage/Attacks: By weapon 
Special Attacks: Leader Types 
Special Defense: See leader type as well. 
Magic Resistance: standard 
Intelligence: Mean, average to very 
Alignment: Lawful Evil 
                                                                             Dex:8 
Size: M
 Psionic Ability : Leader Types 
Attack/Defense Mode: Leader Types
Experience: 400 for each soldier, officers 600, administers 1000, and Mother ship serpent queens 2000 or more. 


For every world and nation that these bastards suppress there are those who ready to resist they're a are a part of the resistance. These people will face the mighty rather of the plasma weapon system. These weapons do 5d6 points of damage and have a range of 300 feet as well as a clip having eight shots. A squad of soldiers will be lead by a highly decorated fighter of at least sixth level or higher to lead them.

Each soldier wears a high tech military style helm that is actually incorporates  a sophisticated heads up  display for targeting giving a +1 on attack rolls. It has  defenses &  adds saves against light spells, flash grenades and light based attacks.  The helm has  other sensors which adds dice to the ability to track targets through the thickest under brush, & the helm has  infra-vision and low light abilities which are available up to sixty feet. 

They're anti-gravity shuttle ships are a common sight in certain corners of the multiverse and are used in troop transport, military suppression, a wide variety of roles. They are armed with a wide variety of  laser weapons and are used in a wide variety of  theaters and roles in the Visitor's  worlds.

Each shuttle has a range of over 3 light years and a clean burning atomic rocket system on board but outside of a world's atmosphere the atomic rocket system will quickly drain the shuttle's energy cells. Shuttles have an armor class of 6 and over 60 hit points. They can operate a continuous basis within atmosphere for 1d10 days before the energy cells are completely drained and they must return to the mother ship for recharge. Or suitable industrial cell of Visitor technology. 

The visitors appear to be comely human beings with open and friendly faces. They are masters of high forbidden technologies and super sciences dating back to their Mu past. 



Each Reptilian wears a living skin disguise that adds +3 to all charisma based rolls, this disguise when revealed through violence or on purpose subtracts -4 from the NPC's totals for the purpose of rolls.  These disguises can also be easily discarded on purpose by the soldiers or warriors, they cause some physical discomfort but no more so then a snake shading its skin. 


Rank and file workers and even officers wear eye protection on worlds of yellow star light. This light causes the aliens some discomfort but nothing noticeable on dice rolls. 
The Visitors operate on a caste based tier society with a leader at the very top of the pyramid tier. This is a political, biological, and religious position for these monsters. They're self help serpent based religious cult has spread throughout the dimensions. The  clerics of their faith have been found in many places including the post apocalyptic wastelands, star ports, back water worlds, and other venues. Always extending the hand of friendship while the claw of destruction awaits to strike next.
These priests often act as spies and scouts for the armed  forces of the Visitors for new worlds to conquer and subjugate. They are another facet of a race of dangerous and evil beings who exploit every little weakness of those around them. 

Those adventurers who have come across these forces do not soon forget encounters with them. The Visitors are a dire and dangerous race of alien reptilian  serpent men who have been quietly operating for thousands of years. 


This is a homage to one of my all time favorite guilty pleasure television mini series 'V' and  not a trademark or copy right violation or challenge to the show or its owners. Nor   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.

Monday, May 11, 2015

1d10 Random Super Science Relic Finds From The Wastelands Table For Your Old School Campaigns


There are items out in the wastelands that can cause all kinds of issues or problems for your adventurers and some of these items have the potential to change or alter your party's destinies. These items can be very dangerous and extreme caution is advised with some of them. 

1d10 Random Super Science Relic
 Finds From The Wastelands Table 
  1. Electronic chest containing the essence of 1d30 time haunted souls stored in a matter containment unit. There is a 30% chance that the device will try to soul jar anyone who finds the thing. And a soul contained within will try to take over the still living body. 
  2. Still operating sleep pod that contains a strange monstrous mutated  creature that is actually the leader of a faction of alien mercenaries left behind after the guerrilla war on Earth ended. This being is both Lawful and far too valuable to destroy. 
  3. Partially buried mini flying saucer that is actually the resting place for a destructive A.I. soul. The bio brain system of the saucer can telepathically possess those who find it and turn them into it's slaves. The device is the resting place for a minor demon lord. 
  4. A small ring is actually the storage device for an entire ancient damned city's population. The ring allows its owner to access the knowledge and skills of its population, there is 20% chance of the ring having the proper skill a PC needs during an adventure. 
  5. The hand of an ancient android, the device is actually a memory device that contains the lost magic of a cult of the damned. There will be 1d30 spells stored within the fingers of the device. 
  6. An ancient game board that allows the owner to control those around it with strange phantasmal force constructs and illusions. This device will have 1d10 charges and function as per the spell but the device will leave a strange taint upon the soul of the owner. 
  7. A metal collar that allows the owner the gifts of telepathy and weird telekinetic gifts but there is a 20 % chance of mind wiping both the target and the owner. Functions as a line of sight radius. 
  8. A cybernetic finger that contains the soul of a wizard who will try to possess the owner and follow through with an ancient mission. The wizard has the ability of a 8th level wizard who has access to the lawful list. 
  9. Giant ring of ancient super science metal golden in color, this device can open doors to alternative universes and other dimensions. This device allows one to close or open other dimensional vortexes. There is a 40% chance of a random demon or other dimensional menaces. 
  10. A golden wand that allows one to view the circumstances of the death of anyone killed within the last forty eight hours. The owners  will be able to trade 1d20 years of their  own lives to heal and have 20% chance to return the target to life. But the action will attract a minor angel of death who will be very annoyed that the target has returned to life. 

Wednesday, March 11, 2015

Reptilians DEW Pistol From The Original 'V' TV Mini Series For Your Old School Campaign



Reptilians DEW Pistol was used extensively by the Reptilians who escaped the destruction of their Mu colonies and their ancient Valusia serpent men ancestors from their ancient  home lands. They're gigantic mother ships still roam across the planes through the Outer Darkness and have been seen on a number or alternative Earth home world and the like. They're serpent men based occult religion and  cults are as firmly established as their mother ships and that towers can be seen stretching across the face of countless planets. The Reptilians DEW Pistol is based upon ancient serpent men technology and uses a directed energy pulse blast based upon certain esoteric and forbidden sciences. These weapons have seen action across the planes where the reptilians have cults, tyrannical strong holds, cults, and colony worlds. The distinctive whoosh and discharge of this weapon leaves an impression that is not soon forgotten. Each of these weapons does 5d6 points of damage and has a range of 60 yards. Each weapon holds a charge of twenty shots before needing to be recharged. There will be 1d4 energy clips nearby when this weapon system is found.Each magazine will have 1d20 charges of bone jarring violence when found. 



The weapon system design has a dangerous and some what sinister reputation among certain outlaw or rebel cells. They use these weapon systems which have been  seized in raids and convoys. These weapons often show up in dungeon raids and explorations into the giant underbelly of the Reptilians.
These weapons have also shown up in the atomic wastelands of many post apocalyptic worlds especially in the Mutant Future where these weapons do 8d6+1 points of damage and have a rang of  60 yards. They are quite rare because Reptilians forces seldom lose them as they are hard to manufacture. Special recovery units of Reptilians often hunt down and recover such artifacts. These artifact weapon systems are far to valuable to let these weapons fall into the hands of rebel scum and mutants. 

 It is only now  that these weapons systems have been showing up on the relic hunter market as human beings on certain Reptilians colony worlds have begun to create the energy crystal matrices that power these weapons system.

This blog post is meant as a homage to the 'V' television series and not a challenge to the copyright or trade mark of the television series. This blog post is for educational and entertainment purposes only. 

Tuesday, March 10, 2015

1d10 Random Minor Super Science Finds From The Ruins Table For Your Old School Campaign

Here's a table of minor treasures and weird super science finds that can cause your adventurers more questions then answers when they come up in the wastelands. Some of these can alter the lives of their owners but are not significant enough to cause the campaign to alter one bit. These may leave the PC's with more questions then they really answer. 


1d10 Random Minor Super Science Finds From The Ruins Table





  1. A small thin slice of micro metal that holds within its bound the soul of a sorcerer. The thing has his soul and he is both aware of being dead but able to access all kinds of super science finds. Able to cast 1d8 spells for your old school campaigns. 
  2. A strange cross like holy symbol that once per day can cast a symbol of insanity or Law to hold certain undead horrors at bay. 
  3. This small treasure chest like object is actually a cell recharger able to deal with 1d8 recharges once  per day because of the mini reactor 
  4. A small dagger which is actually a complicated minor A.I. but it is also a treasure map all in one. 
  5. A small cube that actually contains a solidified &  spirit of Law who must answer certain questions 
  6. A small crystal sculpture which is actually a psychic lens and adds +3 to an damage caused by your PC's psychic powers. There is a 10 % chance of going completely insane from a flaw in the contact matrix. 
  7. A ring of brass and something else that causes it to glow with a weird inner light. This piece enables its owner to summon a minor flock of mutant beasts once per day. 
  8. A wand of jet and black that is fitted with psychic circuitry, this object can teleport and individual psychic powers slide off as if the PC is not there. 
  9. A small statue of jade material that glows in the presence of the Great Old Ones and their followers. The thing will form into perfect patterns alone if the owner activates the object. A zone of protection extends from the owner in a twenty yard radius, 
  10. This minor key and artifact are powers drawn from  a much larger construct. Any old ones touch will  activate the half forgotten relic within in half  a turn. Arches of electricity and power issue from within this  thing. & do 3d6 points of damage. Repeated use of this artifact may attract the gaze of Cthulhu. 
 

Sunday, March 8, 2015

A26 Mongo Robotic Sentries For Your Old School Campaigns


Often encountered by adventurers, relic hunters, and explorers. The A26 is a former Lumerian terror weapon and trooper droid that was used extensively throughout the Lumerian empire to carry out the fanatical will of its kings,princesses, and despots. The robotic horrors are still found in dungeons through out the planes and there are rumors that they are still being manufactured and used by the Empire of Mongo. 



Developed in the ancient weapon shops of Lemuria the ubiquitous robotic sentries have served with distinction for generations  on a wide variety of worlds and might be encountered anywhere that the interests of Lemuria and by extension its colony world of  Mongo has had dealings.
The A26 series of robotic sentries were used in suppression wars throughout the Lumerian empire against a wide variety of targets and within Lumerian colony worlds across the heavens and beyond. They have a limited and almost malevolent A.I. intelligence about them. These robotic terror are used to enforce the tyrannical rule of their masters with calculated mastery and efficient protocols. The A26 was manufactured in the billions over the course of centuries. This all came to an end with the fall of Lemuria.


The A26's became a terrifying foot note in the corner of history, but many of these monsters have re emerged with the rising of the ruins of Accursed Atlantis. Their golden armor and ships streak across the skies causing horror and mayhem often in the employ of petty warlords and wizards who have divided the secrets of their programming and have super scientists attend them. There are rumors of these monsters still in service to the Empire of Mongo but this is merely rumors borne of space borne tales. Such hog wash is quickly dismissed as nothing more then space trader and tavern talk. 

The A26's are found wherever Lemurian ruins, bases, and dungeon works can be found. They are easily activated and have a very dangerous air about them. The monsters have all of the immunities of a Golem in Astonishing Swordsmen and Sorcerers of Hyperborea. They have a limited but cunning malevolent intelligence which drives them enabling them to mimic human and near human kind. They can pilot space craft, operate complex machinery, and carry out the wills of their tyrannical masters with expert efficiency. The A26 is almost always armed with a simple laser rifle that does 6d6 +1 per strike against living tissue and can blow holes in solid stone. The weapon has a range of 20 yards and the A26's use the weapons with abandon on targets. There will be between 1d10 charges, the rifles being recharged aboard the Lumerian space craft. 

Number Encountered :1d8
Alignment: Lawful evil
Size: M 
Movement: 20
Dexterity :5 
Armor Class: 7 
Hit Dice : 11+3 
Number of attacks : 2 pummel or by weapon 
Damage: 2d8/2d8
Saving Throw : 9 
Morale: 12 
Experience Points: 3,000 
Special: all immunities of Golems apply. 



Note that this is a homage to Flash Gordon The Greatest Adventure Of Them All 1979 cartoon movie and is not intended as a violation of the copyright nor trade mark of Filmation or any of the copyright or trade mark holders. This blog entry is for educational & entertainment purposes only.




Tuesday, March 3, 2015

1d10 Random Treasures of Super Science and Ancient Sorcery Table For Your Old School Campaigns

Deep in the ancient wastelands of Accursed Atlantis are timeless and weird treasures of super science and sorcery just waiting for adventurers and the unlucky to stumble across these finds of awesome and incredible power. Here then are a few more items of timeless super science to bedevil your PC's with and bring horror upon the unsuspecting and foolish.
These have a distinctly Astonishing Swordsmen and Sorcerers of Hyperborea and Mutant Future feel to them but could be used in any old school campaign. 



1d10 Random Treasures of 
Super Science and Ancient Sorcery Table
  1. 1d100 Ancient metal cubes that are actually the remains of a group of cultists that gave themselves over to a Great Old One or god of Law. These crazed souls howl and dance around but will unleash 1d4 random second level black sorcery spells randomly. Then spontaneously disassemble back into their cubic forms once again. The cubes will be far too hot to touch. 
  2. An ancient demonic statue that is actually the burnt out remains of a demonic over lord's soul. The statute will shoot out 1d8 tendrils of icor covered tendrils that will cause 3 points of acidic damage to whatever it touches. The thing will then try to absorb anyone who comes close to it. It will reanimate as a minor demon in 1d3 rounds and attack anyone present. It driven back into its form it may utter a foul curse upon anyone around it. If destroyed it will turn into a foul decayed disease filled slime. 
  3. A golden demon statue that has the properties to heal anyone touched by it. But its countenance is so foul that none will suspect that it is a spirit of healing trapped within it. 
  4. An ancient machine that has recorded the weird knowledge of ancient beings of times long past. Contains 1d6 spells of ancient Mu that it will drone out for those willing to experiment with the thing. Has 1d6 charges when found that may give cryptic answers to questions as a per a prophecy spell once a week. 
  5. An ancient time space engine that will allow one to open doors into the Outer shade planes of alternative worlds and other places. Has enough juice for 1d10 such trips. But it will suck 1d10 years off of everyone's life force present during these trips. 
  6. A symbol of Abyssian Chaos that causes all to see it too despair and flee from its presence within 1d4 rounds as per a Fear spell unless a save vs wands is made. The thing can be used to summon a minor demon from Outer Darkness once per week. Worth 400 gold pieces to a cult of chaos who will kill the owner for it. 
  7. A stone vessel containing the locked essence of a minor demonic sorcerer locked within it. The thing leaks a minor variation of the Red Death disease that will cause the mutation and degeneration of any who come in contact with the thing. It will animate any dead within 1d6 rounds as a zombie of dreadful aspect. 
  8. A ray pistol like device that is actually a time generator that allows one to create a bubble of petrified time when pointed at a target with a range of 400 feet. They will be locked within the bubble for 1d30 years. 
  9. A crystal of made from the tears of a space god, the thing will allow one to see any demonic influence in an area is look through with. The crystal may open a door to any nearby hidden dimensions recently used for black magick or witchcraft. The thing hums to itself quietly when not in use. 
  10. A small golden monkey stature that is actually a device of super science that allows communication with other devices of super science. The device called a 'Clever Monkey' can animate and repair other devices of super science or sorcery but it will demand weird as well as esoteric tasks after such repairs are made. The device will slip away from its owner and become embroiled in the middle of conflicts of a dubious and dangerous nature to the owner and friends. 




Officer's Special Pistol From The 1979 Film The Black Hole For Your Old School Science Fiction Campaigns

Original prop picture found right over HERE

  The 'officer's special' as it become affectionately known is the logical evolution of the twin action pistols seen over HERE. The officer's special has become the standard side arm by 2130 & reflects the adventurous aesthetic and dangers that early interstellar explorers faced out in the void. The laser mechanism and artificial focus crystals have been centered around the small power generation system and the resulting beam is tighter and more accurate then gun's predecessor. The gun's system sacrifices the output of the weapon for its more accurate and powerful blasts, giving this system only an eight shot capacity before the gun's systems need 2 rounds to charge up again.
The system uses an ergonomic grip and thought trigger system based on Grey blue prints recovered from the second  1952 Roswell New Mexico UFO crash. Making these weapon systems descendants of pistols used in Lemuria and still found across space and time.



   These weapon systems do 1d5 +6 points of damage and gain a +2 to attacks because of the thought trigger system that use the telepathic circuitry that has been retro engineered into the pistols. The simple zero loss energy cell rig that is used to charge these weapons is missing leading to the limited number of charges when they are found. Often times these weapons systems have been seen in the post apocalyptic wastelands and are very rarely found and these weapons  do 6d6 and have a range of 400/800 ft but also gain a +1 due to the 'thought trigger' system. These weapons are seen in the hands of mutant warlords,wizards, and other viable threats in the post apocalyptic wastelands. Many collectors enjoy the officer's special because of its unique design and features. The pistol design has also been seen in various alien museums,vaults, and in use in ancient Lemurian armies. The weapons bring a cool 560 to 600 gold pieces among energy weapon enthusiasts and adventurers. And 400 credits among the interstellar jet set who enjoy the weapon's mysterious history and dangerous reputation.



This is a fan based work and homage to the Disney film the Black Hole for educational  & entertainment purposes. There is no infringement of trade mark or challenge of copyright intended. All text and background of this weapon has been done by the writer of this blog. 

Monday, March 2, 2015

USS Cynus Laser Pistols From 'The Black Hole' 1979 For Your Old School Science Fiction Campaigns

The twin action laser pistol in common use during the golden age of space exploration was one of the most common side arms seen from the 2100's and beyond. A common ten shot weapon capable of delivering a twin laser shot to its target even over a distance of forty yards with the weapons set to not disrupt or punch holes through the hulls of space craft. Yet, deliver a lethal set of shots to their targets.


The weapons do 1d5 + 6 points of damage per strike with some models having a +1 to damage to superior laser crystal manufacture. The pistols are usually found in twin pairs in special fusion battery recharging boxes. There is a 5% chance of this charging box being damaged and the pistols having only a limited number of charges.
These weapons have been seen in the post apocalyptic wasteland where they do 6d6 and have a range of 400/800 ft respectively. They weigh two pounds each and have a simple low yield energy cell which gives them ten shots on average.



There is speculation that these weapons are based on ancient Lemurian technology recovered from the Roswell saucer crashes of 1945 and '52 respectively. These weapons have appeared throughout time and space as well cropping up in variations well into the 24th century  and a bit beyond.

 

These double barreled laser weapons hearken back to a far more robust and dangerous time in the annals of space exploration and adventuring. The twin action laser pistols have earned a legendary and somewhat strange reputation among collectors, adventurers, and energy weapon enthusiasts across the spectrum of time and space. They are easily worth a cool two hundred gold pieces each and four hundred for the pair. Some collectors are willing to pay 1000 to 3000 credits for certain collectible series of the Twins as they are known. 

Thursday, January 22, 2015

Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V From Skirmisher Publishing For Your Old School Post Apocalyptic and Old School Campaigns



Here's a powerful set of super science artifacts and relics of high weirdness for your campaign's  the post apocalyptic wastelands. This issue goes into a whole host of incredible relics that can change the pace and ramp up the amount of trouble that comes a party of adventurer's way.

Wisdom from the Wastelands Issue #49: Unique Superscience 
Artifacts V

Grab It Right
HERE

There are eight major artifacts here that cover an entire range of subjects with mini backgrounds and setting notes for each relic. These artifacts could be mini campaign events into themselves and the Skirmisher crew knows how to create a whole range of weirdness for your wasteland with story and adventure elements for an entire campaign's worth of adventures. The writing here is solid and well done, the ideas original and well thought out. The opportunities and adventure hooks abound if you know where to look and there's plenty of them if you know where to look in the entries.
According to the Skirmisher blurb: 
It contains eight potent items suitable for use in many different sorts of modern, sci-fi, and post-apocalyptic games, including the Ice Fountain, Master Remote, Bear Mask, Big Al's Horn, Cat Mask, Chef Cube, Crown of Ultimate Power, and Dome of Fire — and all for just $0.99!?And their not kidding. Use these artifacts in your post apocalyptic campaign very carefully.
These are artifacts of power that can shift the entire balance of a campaign or mutant kingdom. These things can move entire communities and populations. The artifacts mark the Ancients as gods and madmen who were toying with power beyond the pale of convention. These things can and will mark a PC with their use and passing. Make no mistake the power here is frightening on a number of levels for communities no better off in some cases then cavemen.
The artifacts are a diverse lot as well. There's no Mark twenty four blasters here, instead we get a full range of artifacts from the interesting to the subtle all in one nice bite sized little nugget of high octane post apocalyptic bit of Skirmisher publisher goodness. Grab this one and roll in into the back drop of your Mutant Future or old school post apocalyptic campaigns. 

Thursday, December 18, 2014

Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV From Skirmisher Publishing For Your Old School Post Apocalyptic and Old School Campaigns





Grab It Right
HERE
There are times when a DM really needs a high level and sophiscated relic or artifact. This issue of the Wisdom From The Wastelands provides the DM with exactly those types of high level tools and gives even more options for a unique wasteland relic encounter during an adventure but there's more to it then that.
Many of the items in here were partially derived and created with material the appears in Goblinoid Games Advanced Companion as per earlier issues of Wisdom From the Wasteland in this series. It also means that much of this material is cross compatible with other retroclone and original systems of the world's most popular fantasy role playing game. Even though its meant to be used in a Science Fantasy setting. The Skirmisher crew does a nice job of providing items that can be dropped into a science fictional, fantasy, science fantasy, or post apocalyptic backdrop without upsetting the apple cart of a campaign.
The Drivethrurpg Blurb:
The unique items in this issue of Wisdom from the Wastelands are so advanced they appear magical to post-apocalyptic peoples. Although intended for use with Mutant Future, these items could easily be used in other science-fiction or fantasy games. Each has a history that will hopefully enrich, inspire, and possibly drive your own gaming story and, if desired, could become a central plot point or continuing idea for a whole gaming session or even an entire campaign. 


This issue of Wisdom From The Wasteland continues the previous series of 'Super Science' building guidelines and example for relics and artifacts that are very highly advanced. This issue places a selection of artifacts right in the DM's hands for your old school post apocalyptic campaigns. And the guys a Skirmisher do a very nice job of balancing these items out. But this relics should be very carefully used. Seriously these are high level relics and might easily find their way into a post colony science fictional space based game as well. 

This is one of my favorite of this particular series of WoW issues and its done with wit as well as style. There are seven high level artifacts and relics that can make your wasteland encounters particularly deadly. These range from the Area to the Splatter Gun and are easily slipped into the background setting of an adventure as mini encounters unto themselves. I can see these items appearing in a multiplicity of post apocalyptic games from a Metamorphosis Alpha style game of post colony generation ship hi jinks to a full blown Stars Without Number style campaign. 
The items are high level, interesting, and very well done. That being said I can also see these items being campaign wreckers or starters depending upon how they are used and where they are placed within an adventure.
The last bit in this issue is a mutation that goes right along with the vibe of the super science artifacts of this issue, Environmental Adaptation is perfect for those inter system or interstellar colony mutants. A great way to get a 'Logan's Run' Style Dome city colony upon the Exo planet of your choosing. A nice addition to a great issue of WoW, are the other issues necessary to have? No but this article will make far more sense if you do have it. This issue presents a nice set up of 'super science' relic options on the table for memorable adventure construction in the post apocalyptic world of your choice. 

Using Wisdom From The Wastelands
Issue #48
For Your Old School Campaigns

As I said above these items should be used with some caution but that goes without saying this is a great set of relics. Many of these should have limited usage to PC's as at least two I'm going to be using for set dressing and background flavor for two up coming adventures.
Placement of these items might even set the stage for the type of post apocalyptic encounter that the DM is trying to do. From a downed space craft to a post apocalyptic government facility ruin that doesn't have to be as wrecked as it might first appear. These relics have the potential to certainly challenge a party to think rather then act especially if some of these are pointed in their direction.
The skin shifter and arena have the potential to change PC's in fundamental ways and should be carefully placed in the wastes. All in all this issue puts some very high level tools right into the DM's lap and all of this for the price of a dollar menu hamburger. The fact is that this isn't dollar menu quality material from Skirmisher.