Sunday, July 22, 2012

Unique Relic - The Doll of Hastur



The Doll of Hastur - This strange machinae is said to come to life during the second rising of the damned star of He Will Not Be Named. The automaton is said to answer truthfully three questions and then give its master a cryptic truth said to drive the owner insane. 
Should the creature be attacked it defend itself with strange razor sharp claws. The creature was originally found within the ruins of Gastonburg Cemetary draped over the crypt of a known necromancer. The thing was seemly weeping over the stone sarcophagus. 
# Appearing : 1 
Armor class : 7 
Hit points:4 
Damage : 1d4 per strike 
Special : Poison (Save vs Poison or contract a rotting disease)

Saturday, July 21, 2012

The Nazi Carcosa Expedition of 1944 - Hex 2516 - Re'thr'ru The Inland Sea Of Pain & Shadow




 This week the party in my Carcosa game is being sent deep into a forbidden terrority. A shifting sandy inland sea where strange lights, weird echos, & people vanishing are common. This is Hex 2516 -  Re'thr'ru The whole region is thought to be accursed & it really is! 

Hex 2516 -  Re'thr'ru The Inland Sea Of Pain & Shadow

Surrounded by the fused remains of alien cities long turned to slag this region is a desert wasteland. There is only one pass through the region surrounded by bandits, strange mutated tribes, & the occasional alien wizard looking for slaves & worse.
The whole region is awash in strange radiations & psychic time storms! Things, hills, locations & features appear & disappear in claps of dimensional thunder & rolling plasma discharges.
The valley of the sea is a different sort of danger with tranquil appearance that belies the terror here. There  villages along the shores of the sea & even the occasional citadel built along its cliffs. 
Green & Blue men of Carcosa live, play, & try to survive here as best they can. It is a very difficult life with sea creatures of many stripes living in these waters & worse.
 Every 12 days like clock work a city of incredible beauty rises from the sea' s floor. This is Ray'oth ( The City Of  The  Pad). A Deep One colony city controlled by its own mad god!
Lilypad - Floating City of the Future


Sea Bishop # Appearing: 1 Hit Points 3  Abilities Charm Person or  Monster , Psychic Blast 1d 4 point of  Damage , Can retain vast qualities of information, Telepathic
Often accompanied by 1d4 Deep One Warriors 
Ray'oth leviates out of the sea & inspects each of its colony  villages. These are breeding stock, resources, & fodder for the various weird bio mechanical technologies used by the city. The city will accept trade through its hybrid deep one  guard/agents.
 PA-41 Aqua Scout (1)
If there is trade in slaves, magic, & artifacts they may stay an extra 1d4 hours but eventually the city will sink beneath the waters once again. They often release shaggoths or their  Rust'ee (Hulk Mollusk). Kind of like a hermit crab that lives in old hyper space engines  and rusted out refrigerators. 
 The waters here are seldom quiet for every 3 weeks a sea bishop sorcerer(5th level binder) rises from the sea to preach the word of his god.
The cities rise at the end of his sermons to release any techno organic garbage. This is often a time when adventurers are in hiding for the pickings.
Its all a con for as soon as the sea bishop disappears beneath the waves. The deep ones come to collect any strays left behind on the shores. 


The time space continuum is unstable around the area because of the psychic/dimensional experiments of the city's "god" Many times strange  in dimensional ships appear on the sea & should an adventurer be nearby demand that become part of their crew. Those who do are never heard from again on the shores of Carcosa.  Many times the ghosts of Ib are drawn here to sing their songs of blasphemy & worship. They may carry away any they find. Those who do come back at all are changed.

 The city seen is merely the tip of the seldom seen ice berg. For their is a complete deep one city below the waves. Here carved from the strange rock itself is an under water mega dungeon. Here the deep ones raise monsters that are a mix of human, monster tissue, & worse. These become food, biological components, & living machines.
Random  Weird Treasures of  Ray'oth ( The City Of  The  Pad).1d10

  1. Soul Crystal containing an exact copy of the person's soul holding it. The crystal's image will mock the user & try to drive them mad. The crystal will give 1d4 psychic powers to the user per day for 1d2 rounds. The crystal will plot the murder of the person using it however. 
  2. Bits of technological gold 1d4 pieces there is a 20% that the person owning these will have to make a mutation check. 
  3. Summoning Scroll Brass coated with bits of brine & junk. Summons an angry shaggoth of max hit points 
  4. The Odd Machine - 2 foot long brass mechanism, spins, whirls, & hums. Summons a raiding party of 1d4 deep ones or 1d6 ghosts of Ib 
  5. 1d3 bits of aquatic armor made from monster & human flesh preserved 
  6. Complete set of aqua gear several pieces are steel & brass some are biological 
  7. 6 inch tall statue of  an unknown god 1d4 magical rites are written on it. The statue whispers at night telepathically to those around it. Occasionally sings songs of a dead dreamer 
  8. mini fusion reactor for power armor partially parasitic sucks 1/2 hit point every other day in a worm like fashion. 
  9. Deep one biological/synthesis cybernetic deep one arm & shoulder. Semi intelligent & grubby..1d4 mini weapon systems but must be grafted on to a 6 foot tall humanoid to work. 
  10. A biological computer in the shape of shaggoth material. Will try to eat most users. 3 hit points
Secrets of Ray'oth ( The City Of  The  Pad)
Aboleth.JPG 
 A lone Aboleth, Rai 'rorth  controls Ray'oth ( The City Of  The  Pad). This creature is ancient beyond measure & uses his own twisted knowledge of mythos magic & bio technology for his own benefit. It's not interested in conquering, ruling, or taking the place of the gods. No he's probing the secrets of the universe while maintaining his mini empire. As an 9th level sorcerer this creature has probed the secrets of several time lines around him pulled monsters, technology, & what not to itself.
The creature is a very evil blood thirst monster but also a scientist of the highest order. He has taken the secrets of several cities around the sea & then bombed them out of existence just to preserve their secrets. The city is a means to an end.
The sea bishops are cloned living computers that he uses as extensions of its mind & allow it to investigate further a field. It knows that its position is very fragile given its position & species. Many times 
Rai 'rorth's investigations have yielded advantages that it has used to further its own ends. 
It is more likely that PC's will be evaluated on a case by case basis by the monster through its minions, psionics, or its living computers. Those it deems disposable will become fodder for its technological biological experiements or worse. All information taken from Here
 
Notes & Appendix N For Hex 2516 

  1. Rapture of the Deep For Gamma World Here
  2. Ten Structures That Could Allow Humans To Live On The Oceans Here
  3. The Under Water Gear By Kellri Here 
  4. The Mutant Manual II Here
  5. The Scavenger's Guide Here
    All of these make the DYI spirit of 1st & 2nd edition Gamma World & Carcosa  live. These are really all you need to run a myriad of adventures. All of the above are easily convertible to Mutant Future or Metamorphis Alpha original edition. Also means that they'll be usable with the new edition of Star Ships & Space men. 
    So yeah these are really, really well done.
    The party will be sent on an errand to this location by their Mi Go patrons.Things are about to get very dicey for the Nazi Expedition.

Friday, July 20, 2012

Space Station Blues - Stars Without Number Side Game -Actual Play






I had a nice juicy encounter all planned out & the players decided that they needed more time aboard the Arch Light Station!  So I sped up the campaign a bit & had them cycle through a small worked up subplot adventure.

Basically I had a small plot about there being a bunch of spacers going through the station in odd uniforms & such. This game started with one of these thugs trying to buy the characters a drink.The odd character talked to the characters & told them that they were deep space miners. One of the PC's noticed him trying to touch him with an odd substance on his finger tips.
The PC immediately hit the man & started a small riot in the place. The whole place emptied quickly. Meanwhile one of the players was following two more thugs dragging away a very unconscious NPC who had been court martialed & divorced since last game. 



The press gang was grabbing folks left, right, & center. The PCs saw these guys work with shock/stun prods , slap patches for knocking them out. The worst though was watching as the upgrades to their own ship which would have taken 5 days stretched into 7 & then more.
They went back to their own ship & there met their first Many Angled One infiltrator. A shape shifter who was swaying the workers with tales of a workers paradise. Free health care, dental, etc. & signing them to life time contracts as well as mind wipes.
The PCs also found quite by accident a bunch of cargo containers which had living human & Phraint cargo in hibernation states & being fed both Nutrient & IV drips. All this to keep them under while they were shipped out to mining in the Talon system.

 The PCs had a hell of a time with the infiltrator. The combat lasted quite a while as bits & pieces of the thing teleported around the place. The melee cost the characters lots of PSI points & ammo. Not to mention the fact that the PCS were blamed for some of the destruction the press gang/pirates/ cult caused.The PCs managed to stop the press gang cold but it cost them time, credits, & man power. two war ships filled with slaves escaped the station but the other was destroyed by the station's guns! 


 Melody  NPC 
 
Weaving in & out of the adventure tonight has been Melody DeBuers the commander of Arch Light station. She's been in the background interviewing various spacers along with her trusty andy secretary Arnold. She somehow seems immune to the trepidation of the various factions on the station as harmless fluff.
 She began to tag around with the PCs after Daddy assigned the party's scholar to baby sit her.
The PCs learned that Melody's mother was a former space pirate who retired to raise a daughter far from the hassles of space piracy. Melody was betrothed in an arranged marriage but before the ceremony could finalized. She was gravely injured, her mother, her teacher, & the space liner they were traveling on was destroyed.
Melody was rebuilt as a cyborg. Very little of her body survived. According to the dictates of her society Melody is no long pure of body because of her cybernetics & therefore shunned by most of her society.  She's living the life of a debutante writing a book on space piracy. This of course is her cover for her investigations. Many think of her as a little girl playing pirate.  Actually she's a 5th level expert & computer hacker. She's capable of linking her nervous system to any tech level four computer. Melody acts as both spy & confidant to her father the station's commander.

 Far from a Mary Sue, Melody is a bitter  more then slightly vengeful girl who is determined to hunt down her mothers killers. The PCs learned that there is more to her when she attended the wounded after a melee & then locked herself in her room after calling her father once the threat was more then she could handle. The players had lots of questions for her But she seemed to give very little answers. Melody has wheels within wheels going on. She's signed herself up as part of the crew of the Icarus (the PC's ship).

Only time will tell what this mystery woman's real agenda is or whose she really working for. One of the PCs is now her personal tutor. 

Thursday, July 19, 2012

Encounter At Talon Point - The Highway Men - Stars With Number game Episode Two

 

Tonight's game will consist of the characters penetrating the first worlds along the remains of the Talon Empire's old border in search of a gravity engine. What awaits them you might ask? 
 The trepidations of the Many Angled Ones & their minions.You can read about the  Many-angled_ones  Since Stars Without Number is a sort of OD&D retroclone. I wanted to use a faction or two that's descended from the Nazi cult that's appearing in my other campaigns.
File:Azathoth.jpg
 This strange faction travels interstellar distances by traveling through the angles of hyperspace. They are able to almost instantly use these angles to teleport themselves along with their minions across vast interstellar distances. There's always a price however. Each time these gates are used it keys a vast psychic signal. These gates open into the material universe with a back lash of weird worms, psychic red rains, & other damn phenomena. The teleport is instant but it comes with a price. Those who know where to look can find any of the evidence for this. Each time the psychic uses this ability roll on the Damned Things table found right Here & Created By The Good Folks At Heretic Works
Cults of these folks go by names like the Black star, the Inverted Nova, & The Coldest Embrace.
File:Black Sun.svg
They're symbols are many & varied but always revolve around the concept that  "Everything that can be comprehended by human senses is material, the shadow of the invisible spiritual light. The material fire is - seen in this way - also just the shadow of the spiritual fire."

The Coldest Embrace has held the current planet for over 40 years & the changes aren't pleasant to say the least.  Many of the Coldest Embrace are both psychic & Carcosian Style wizards of the darkest stripes.

 More later

Wednesday, July 18, 2012

The Yesterday Machine - Nazi Time Travel


Nazi mad scientist, time travel, & college kids sounds like a great Saturday afternoon. Yesterday Machine is really obscure & comes down to us in the public domain from '63. The plot goes something like this:
Margie, a college baton twirler, practice her moves while her boyfriend, Howie tries to fix a balking fuel pump. It's getting late, so he gives up and they walk through a woods to get help. They encounter two civil war soldiers who shoot Howie. Margie is unaccounted for. Howie's wound and Margie's disappearance has the local police and a reporter asking questions. The bullet in Howie, and a cap found at the scene were authentic civil war items. This causes Lt. Partane to recall an odd experience in WWII where old men prisoners were, by the records, actually young men. The camp's Kommandant was a rogue physicist, but was never found. While reporter Jim and Margie's sister Sandy explore the scene, they are transported to Dr. von Hauser's underground lab. Sandy and Margie are reunited in a dungeon cell. Von Hauser lectures Jim, (at some great length) about his science. The two rehash the old arguments over Nazi machiavellianism, which gets Jim tossed into an adjacent cell. They try to talk Didyama, (a female minion from ancient Egypt) into helping them escape. One nazi guard enters the women's cell with ill intent. Didyama stabs him in the back, but he chokes her to death before he dies. The women get out and let Jim out. In a showdown back in the lab, Jim shoots the other nazi guard and puts two bullets into the time machine before fleeing. Coming up through a secret hatch in a private graveyard, Jim, Sandy and Margie meet Lt. Partane and other policemen. They hear the time machine start up again. Partane goes down to the lab. Von Hauser shoots, but Partane hits von Hauser, who slumps into the time machine's chair and fades out to some other time. Partane destroys the machine. He gives a speech about man not being ready for such technology. The End

The OSR angle of The Yesterday Machine

In 1944 Dr. Von Hauser got his hands on a Yithian time engine. These experimental devices allowed one to jump through the time lines & their alternatives. The technology had wide reaching implications & the good doctor had little restraint in the matter.
Each of the yesterday machines not only created doorways into time but also into alternative time branches. The Dr.Von Hauser who was killed at the end of the Yesterday Machine might be only one version of the madman! There might be multiple versions of this dangerous psychopath rampaging through the time streams.

 The Yesterday Machine might not simply be a collection of wires, bit of junk, etc. The "machine" might be a concept flowing through time. The machines are simply the lens that allows the effect to intrude into the normal local space time continuum
The Reich was experimenting with very dangerous stuff. These machines would allow them to foot holds on thousands of timelines. They might be encountered anywhere. The machine allows them at least 3 levels of weird science tech levels.
These machines would allow a DM to create multiple connections between the various worlds such as Mutant Future, Labyrinth Lord, & gasp even dread Carcosa.What other time travelers might the characters meet?
The doctor & his associates have been encountered in a wide variety of space based locations. The usual tactic is smash & grab any technology they can get their hands on. The doctor will make any effort  to make contact with any Nazi within these areas. Or to set up a base to begin his time traveling operations once again.
Random Time Traveler Encounter Table 1d10

  1. A small group of Nazi zombies including officers 3 hit points each along with fire arms 
  2. Mech 6 hit points with a brain in a jar as the pilot . 1d4  damage heat ray 40 yard range 
  3. Two very lost American sailors from 1943. 2nd level warriors 
  4. Roman Soldiers in full armor, able to speak English(because of machine), 3rd level fighters 
  5. Star Travelers armed with ray guns 1d4 damage 50 yard range. Very angry & hostile 
  6. Yithian warrior 5 hit points with Lightning gun 1d4 damage full charge 80 yard range
  7. A swarm of flying polyps 1d6 of the monsters come from the swirling vortex of time space & will attempt to kill everything around them. 
  8. 1d6 American GIs 2nd level fighters each a bit trigger happy. Taken from a battle field 
  9. A group of 1d4 adventurers along with their 2nd level wizard.
  10. A very angry star spawn of Cthulhu who will try to eat anyone it comes across! Max Hit points 


Tuesday, July 17, 2012

Gary Gygax Day July 27th!


Passing this on from the Gygax family ! Game Its What Gary Wanted!

The Failed Annunaki Colonies

The Kilotliniq colony world is nothing remarkable. A simple E Type world filled with ancient ruins. These ruins are similar to the Sumerian cities upon Earth. They belong in fact to the Annunaki.
The Sumerians are one the oldest civilizations known to man. The Sumerians believed they were created by the Annunaki an ancient race from the stars. The Sumerians believed the Annunaki came from the stars to planet earth to mine for gold. According to ancient myths, the Annunaki needed workers to mine for gold, so they genetically engineered and created the Sumerians (or humans).
http://upload.wikimedia.org/wikipedia/commons/9/93/Ancient_ziggurat_at_Ali_Air_Base_Iraq_2005.jpg 

They're colony worlds are still out there even though the  Annunaki have long since disappeared. They are survived by their ancient android children.

 These creatures maintain, adapt, & control vast underground vaults of ancient Annunaki planar engines. Across the face of the planet are ziggurat structures. Ancient star gates to other worlds & planets where still more biological & strange technological treasures exist.

Some of theses star gates open to alien threats lurking on nearby "dead" worlds. The androids have for the past seven centuries sold passage through these gates . For 5,000 credits a party might pass through & gain alien treasure or lose life & limb.
The "Sumerians" maintain a primitive society of rich social traditions & will provide travelers with a very interesting experience. Those who enter some of the other ruins scattered across the planet will see the great underground works of the Annunkai

Random Annunakai Star Gate Destination 1d30
  1. The Travelers arrive around a dead star in a ruined city will around them a great space battle takes place. They must duck & cover or be hit for 1d4 points of damage as the battle continues. Giant Armored being rage war 
  2. The travelers are evolved into a higher state of consciousness gain 1d6 psychic powers randomly & returned 3 hours later 
  3. You are teleported aboard an alien space craft & standing within an alien machine it begins to hum. 
  4. Gain 1d4 random mutations & lose -2 from all attributes 
  5. You have been teleported to the heart of a star roll up a new character 
  6. There 23 gas like creatures looking at you strangely & then you receive the following telepathic signal. "The next specimen should be better then this one. Destroy it"
  7. Are you a god? A group of primitive looking aliens is looking at you & you are surrounded by "treasure" 3 tons of lead & some jewels 
  8. Your body chemistry isn't right for this dimension & you explode for 1d8 points of damage 
  9. You are now the cog in the great psychic machine gain 3 random psychic powers but you are now bio welded into the machine. In two years you may gain your freedom 
  10. Around you are the remains of a great alien city. There are a mob of strange alien creatures moving through the ruins making their way to you. 4 hit points each  1d3 tentacle attack There is a hoard of silver coins in the middle of the city square
  11. You are taken by a great alien civilization as their champions to fight a vast evil 
  12. The party is teleported into a giant plastic snack bag & a hand is now reaching for you 
  13. You are surrounded by miles of giant stone heads each the size of cloud giants. Then the statues begin to move! Suddenly the party is surrounded by 1d8 stone giants from within the ground. 
  14. The party is now standing within the hold of an alien vessel surrounded by fantastic treasures. Then a latch swings open & blinding light comes pouring in. 
  15. There are 1d6 Lovecraftian horrors chasing a gangs of humans through a group of strange ruins in an alien city. What will you do? 
  16. Around you as far as the eye can see there are petrified humanoids. They stand, stare, & are completely motionless accept every fourth round when they all begin to sing songs of forbidden alien magic & heresy.Then the sky begins to rain a jelly like substance 
  17. You are standing upon a red desert world surrounded by ankle deep sand when the mechanical hands begin reaching up for you. There are 1d4 strange alien robots that are rising around you as a black sun rises in the sky 
  18. You find yourself aboard an alien space craft surrounded by dead corpses of creatures you've never seen before. There are several panels around your group that light up as you approach. 
  19.  Your party lands on a bed of soft green grass. The whole place looks like something out of a picture post card. That's when you see the ship! The giant space craft that seems to fill the sky. Animals rampage around you & then you them! The giant space gods have come! 
  20. Your party is surrounded by the Travelers. Three hundred alien robots of cosmic power are moving through interstellar space. You are now a part of that journey 
  21. Your party is upon the crest of a hill on an alien world in the distance is a derelict alien space craft. Here & there are markers for it.. You have not been the first here. Around you are foot prints of thousands before you 
  22. The party is transported in the middle of a herd of macro organisms. Tentacles & tendrils everywhere. They float in an inter dimension soup of astral currents. There are 1d4 random treasures scattered among the tendrils
  23. Your back standing from where you were going to enter the gate but you've all changed sexes 
  24. The world below is gone & your party is now on the surface of a gas giant. Clouds, gases, etc are all whining  past your head at a very high rate of speed. Can you get your barrings 
  25. Thud the party lands in a thick patch of grass but its not actually grass but a gaggle of hyper intelligent plant beings who wish to commune telepathically with you 
  26. You are prisoners aboard a galactic prison ship & the warden wants a word. 
  27. You have 1d4 rounds to grab one random artifact from a vault before the stargate pulls you back! Make a dexterity roll 
  28. Your party is within the innards of a great alien beast. The thing has an upset stomach & your in it.There are 1d4 gall stone like objects near you dare you grab one? 
  29. You are in a time loop. You are in a time loop. 
  30. You are telepathically asked,"What is your favorite moment in human history?" Answer right now! Arrive there!

Sunday, July 15, 2012

The Nazi Expediation to Carcosa Episode 2 - The Fuel Quest









Larry's game has opened with a bang or rather a magnetic anomaly in the form of a wrecked alien space craft! Let see if the PCs will go for it? 
They do! Five of the ten players are going down in exo armor to check it out.
There's a very nasty spawn of Shub Niggurith waiting for them. They're looking for technology & nuclear fuels for their saucer tonight 

‎Three  of the PCs have left 2 of their lot to die with the spawn just so that they can get a hold of a micro fusion plant for their armors! The others however have been ambushed by Tchos Tchos

The other three Nazi have just entered the Cavern Orifice Factory Of Shub Niggurath & will be made into forms more suitable for their new mistresses nature! Oh look time for a smoke break


‎3 PC have been killed raiding the factory by an alien cyborg with an alien fetus for a brain. After casting a rite to by pass the goddess. The players are taking another smoke break




The Tcho Tchos whipped the party's ass with energy weapons.. Looks like the party's second characters are going to have to be thawed from sleep pods! The players are a bit in awe of the bastards. I'll think they'll be avoiding that hex from now on. The clue might have been the various cages filled with Carcosa men with various limbs missing

The new plan is to upgrade the party's technology or die trying? This isn't a plan so much as a set of guidelines. One of the male PCs has discovered he's pregnant but it isn't human! They've secured the services of a local guide. He's pictured below. Guriri'rea Homm a tracker of the wastes. He gives them information about a village of blue men who use a wide variety of technology & are much easier to deal with. His price is the flesh & genitalia of the victims 
The PCs have scouted out a village of blue men & their cache of technology. They are waiting until night fall to raid it! They've seen the village champion & figure they can take it. What they haven't counted on is the village god! The tentacled horror that eats human ganglia & eyes.
They're sneaking with saucer, mecha, & machine guns! This is getting serious now!


Calling it a night after the PCs managed to loot a "treasure" hoard of technology from a blue man village & then they left when this thing showed up from a neighboring village. This mech doesn't have a pilot. Its powered by the soul of the ancient chief of these blue men. The chief powers the thing with his soul & a fire elemental bonded together to form a new entity.. A Thalabos Mech - 9 hit points, AC 5, Jale Fire Guns each capable of 1d8 points of damage per blast. Two blasts per round. 

The PCs went up a level but their party engineer(ie thief) almost blew them to kingdom come examining the alien tech.
The PC's psychics got some very bad readings off of some of the alien technology. One of the PCs has a level in sorcerer from Carcosa & a bit of the levels of spells from Crypts & Things black list of spells 1st level. The others are keeping an eye on him. Hons has already been threatened with a Luger to the back of his head while looking over one of the alien items..
They finally got the fuel they were looking for after trading 2 of their treasure with another village.. The Mi Go have an assignment for them next week! 

This is mostly ufo mythology, some Call of Cthlhu stuff, Nazi/Iron Skies, & Carcosa. The system is Crypts & Things though because of the combat system & sanity system. Also C&T has a bit of a darker tone than S&W.

Saturday, July 14, 2012

The Fox Bat Light Weight WWII Nazi Mecha Battle Armor

Produced at the end of WWII the Foxbat was in its first trials during early 1943 when the project was moth balled due to budget cuts by Hitler's Special Weapons Division. Funds were moved elsewhere & the project forgotten. Actually the project was taken over by the Black Sun Units taken within the wing of an Antarctica  base. 


Once away from prying eyes the neural feedback or boxer system was perfected. The boxer system enabled a pilot to react almost with no thought at all. The user gains + 2 to all dexterity based rolls. The pilot's strength increases by +3 on all rolls.


 
The Fox bat featured a full suite of tech level 3 items to help the hand picked pilot. There was a full combat radio & tactical targeting system. 
Each suit is armor class 19/2 
 
The right powered armature featured a full claw & flame thrower assembly! This of course was supplemented with fragmentation grenades. These can be thrown 100'
 The flame thrower has a range of 50' & does 2d8 points of damage. The flame thrower has enough for 9 shots. The claw does 1d4 points of damage per application. 




The left arm is equiped with a light machine gun armed with tracker rounds. The gun does 1d8 points of damage & has range of 100 yards.
The suit has a 3 hour air supply & is immune to gas, poison, etc & has a Vril/copper  mesh screen installed enabling +2 on all psionic saving throws.

The Fox bat also has a proto type plasma grenade upon its back & must be taken from its hiding place. It does 2d8 points of damage. The weapon is a terror weapon. It can be thrown 200 yards with the exo assistance of the armor.
The armor saw action repeatedly until the end of the Occult wars in 1958. There are 11 known variety of this same armor & chassis being used throughout the 5th column movement  in America.  

Please- note that the "volunteers" were often the most enthusiastic & of the right temperament for  neural feedback or boxer system. A hybrid of Nazi black science & Mi Go sorcery. The program used a wide variety of available material.
From those born with genetic deformity to soldiers paralysis by enemy fire.  Even those who worked too closely with the material were given over to the capable hands of the Black Sun scientists.
The feedback system all too often bonded completely with the nervous system of the user even to the point of synthesis. The pilot & mech would sometimes merge creating one of the eleven varieties of this versatile machine system.
Often the merging of man & machine would create a new being far removed from any single characteristic of the human race. Sexual, emotional, or any trace of humanity was lost beneath a veneer of something far more sinister.

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The original artist's awesome site can be found right Here