A blog about sewing machine repairs,but mainly my hobbies which include old school role playing games, science fiction,films, horror, and general geekery. Sit down and stay a spell.
Inbetween work and everything else I was able to sneak in a game. I used a stripped down version of Mutant Future to run an adventure based on the Trollenburg Terror! You can read about it right over HERE
In the year 2488 A.D., alien invaders from distant space known as the Aldebarans tried to conqueror the Earth by using their advanced weaponry and other technology. Their main method of invasion is to convert small planetoids into space fortresses/bomb. Each fortress was equipped with an armada of ships to defend the base while it prepared to smash into its target. The Aldebarans were also equipped with ray guns, holographic projectors, and language translators. They did not succeed in invading the Earth.
Encountered: 2d4 (5d10) Movement: 120 (40’) Intelligence: Low toAverage Psionic Potential: 2d4 (inactive) Hits: 1d8 Armor: -1 Combat Skill: 11 Save: L1 Attacks: 2 Damage: By weapon Morale: 9 XP: 10 Master scientists and world conquerors,the Aldebarans are found among many mercenary and bounty hunter crews. They are a ruthless and highly advanced race of reptilian pig beings whose origins are highly dubious at best. They're a race with a genetic drift of genius and madmen among them as well as fierce warriors. The society often creates" war worlds" space fortresses/bombs that are used in desperate schemes of conquest. The monsters can also be found among the dregs of galactic society filling out the ranks of spacers and space pirates. Their warriors technology and artifacts often include: ray guns, holographic projectors, and language translators, as well as heavy stunners for taking hostages. The Aldebarans are 140 lbs each and have an average life span of 70 years. The Aldebarans see themselves as the inheritors of ancient glory from some mythical past that allows them to abuse and subjugate other races for there own amusement.There Aldebarans several notable members of the race who actually serve with distinction aboard Star Command vessels. The Aldebarans gain +1 to intelligence and Strength, -1 on Charisma.
A massive city of ruins floats through space sending out random radio signals. The place has massive damage from blaster fire. This buildings are incredibly ancient and are ringing by weird force projectors now in metallic tatters. The center of the city looks as if something had burst from within. The whole place will read very high in nuclear fuels, metallic remains, and some organic life. There is an air of mystery about the place.
A small planetoid beams out with incredible pictures of space battles and strange alien races communicating back and forth. The battle was played out thousands of years ago and only now the transmission is reaching your location. The planetoid itself is ringed with the remains of thousands of ancient space craft now having formed a ring of debris around the planet. There are strange reading emitting from the planet and the space craft wrecks who knows what they might contain?
There are massive 40 ton ships streaking through space destroying anything that they come across. These behemoths from hell are attacking with particle beam weapons anything in their path. A sensor scan reveals that they are in fact robotic destroyers on a pre-programmed mission but something has gone wrong. What guardians or monsters lurk aboard these robotic hellions?
A strange blue gold probe whizzes by your ship and runs a laser scan and then emits a strange radiation and the blasts a radio signal then departs. The signal reaches a ruined spacecraft that seems to come alive at once. The thing cracks with radiation then shuts down. There are dozens of canisters of valuable fuel on board for the taking or so it seems.
The ruins of an ancient ether ship from another universe floats silently in the void. The thing is surrounded by planar bat creatures that make their home there. 1d8 of the monsters lay in wait their claws doing 1d4 points of damage but their armor is only 9. The creatures use a nuclear jet as propulsion.
An ancient space station floats in the void and only a single lone space craft has been docked there for thousands of years. The thing is armed with nuclear missiles and an ancient malevolent A.I itching for a fight. The thing uses holograms to lure space craft to it. The thing is served by 1d6 robotic drone ships.
An ancient Great Old One uses broken ships and space craft to disguise itself. The 18 hit point behemoth lures space craft with false signals of treasures,fuels, and other exotic cargoes. It is very twisted and attacks by it do 1d8 points of damage. The thing has a 7 armor class and regenerates as a troll.
An ancient star destoryer floats through space on a mission of the damned. The thing is crewed by 30 zombie troopers who mimic their duties aboard her. Each is 3 hit points does 1d4 points of damage and is only armor class 8 but they are armed with blasters that do 1d3 points of damage with each hit. The ship still has nuclear weapons on board and they can be sold at a decent price. There may be other treasure on board.
A ship that sails between dimensions is here waiting for your party to take them on another mission for the lords of the Higher Realms. The ship will follow you until you give her captain an answer about your sacred mission from the gods. She can not be destroyed only evaded for a time.
A planet covered in thousands of ruins races past you and only a faint radio beam hurls out. The faces of the damned peer out from windows on the stations aboard the planet but they are merely ghosts. The planet is a way station for the damned of space waiting to return to some nameless nether hell in the Outer Darkness. There are treasures but the planet will fade from the local space time continuum within 40 hours.
They forge a path between forgotten worlds, bringing the treasures of foreign suns in exchange for the prices that only earthdwellers can pay. Open this free supplement for the equally free Stars Without Number RPG to learn of the Scavenger Fleets and their age-old trade between the far-flung worlds of humanity. The ruthless heirs of the Scream's shattered fleets, these ships will go anywhere and do anything to turn the profit they need to keep flying.
You'll find a history of the Scavenger Fleets in the Stars Without Number world, along with example fleets, tables for generating your own bands of nomadic scavenger-merchants, and a selection of new hulls and ship fittings to tantalize your players.
("But where," you demand, "are my tools for mercantile campaigns and star-faring traders?" To this, I can only counsel continued vigilance. Your needs are not forgotten, and even now strange things brew for your future delectation.)
Finally a bit of information on the Free Traders who appear in the Stars Without Numbers universe! This ten page pdf is free and while do love the selection of stuff here. I do wish they had offered a bit more in the way of solid ideas on some of this. However its free and there are new hull types and ideas of incorporating some of the example fleets.As well as tables for generating your own bands of nomadic scavenger-merchants which are solid and very welcome in my own campaign of SWN. You can download the pdf book right over HERE for free. Enjoy
A probe sent by god like aliens with a message of peace but infected with a deadly space slime. Roll save vs disease or poison. A green slime like parasite will crawl off the probe itself.
A wreck of a space craft slides along hyperspace and the local space time continuum. The thing crawls with sub planar parasites 2 hit points each, 1d3 damage armor class 8. Who knows what treasures are aboard? A weak radio signal issues from within the thing
A forlorn alien god is looking for a way home and decides to communicate with your party.
A traveling space caravan is moving through the area and wishes to trade are you open to such a deal? They are offering rare spices and herbs. Actually these are roving band of ghouls who are looking for new victims. 3 hit points each, 1d4 damage, 7 armor class
A group of cut throat pirates are aboard an escape pod and running out of fuel, air, and water.Where did they come from and what tales do they have to tell?
A lone asteroid tumbles through space with its surface pitted with ruins and artificial caverns. Was that movement right over there? Then a board signal blares across the various FTL frequencies for help then all is silenced.. Suddenly and finally.
A chanting is heard echoing across the void of space in a great variety of frequencies on many channels. Suddenly before you a tentacled monster from the depth of the outer darkness appears. Threatens your party and the space around it enfolds the thing devouring it with the sound of a thousand screams echoing across the psychic planes of your mind! Then they both vanish except for a small metal fragment spinning in space. Further investigation reveals this happened millions of years ago.
A doorway to another time opens in hyperspace. Dare you take the route through?
A spinning diamond temple ship dedicated to Azathoh himself appears and then sits silently before you. Will you party enter this megadungeon of fear and insanity?
A fleet of 30 space destoryers materializes before you demanding that you heave to. They have business with your party. They explain that they are from the future and that you must complete a very important mission for them.
My brain is simply boiling over with ideas from the eye popping riot of stuff over at the Monster Brain blog! These comics came out in the 70s or early 80s. I remember seeing a selection of these bastards when I lived in Boston in the 1990s and not picking them up. I've been kicking myself ever since. There have got to be a metric ton of adventure ideas for Carcosa or any science fantasy game inspired by the 1970s! WHOA! Check these out over HERE! I have got to talk with the wife about picking me up some of these in the U.K.! My brain is melting! Flipping awesome ! Big Thanks to Monster Brains for finding these!
The Unagugbaetu No Enc: 1d8 Alignment : Chaotic Intelligence: Low Movement: 60' Armor Class: 4 Hit Dice : 7 Attacks: Bite 1d6 or claw 2d4 Save: F7 Morale: 10 Psionic Strength : 3d4 Hoard Class: XX XP: 1,550 Crawling across the threads that separated the myriad of realities are the Unagugbaetu the mites that feed upon the debris from a million shattered universes. These creatures can break down anything that falls into their mandibles. These monster's flesh rolls with the very stuff of raw chaos and the energies of change. These creature's claws can act as "swords of sharpness".Claws honed on the skulls of dead gods and the skeletons of demons from before time of the last cycle of creation. These monsters are used by the various Chaos goes as a final clean up crew once they have done toying with a plane within the local space time continuum. Their bite does 1d6 points of damage and is able to pierce even the flesh of gods. Wounds created by the monsters are ragged and tend not to heal right. They easily become infected and can often be rife with slimes, molds, and even worm like parasites that these things carry. These wounds must often be healed with magic, psychic healing or even super science treatments. All of these things are very expensive. These mad bastard children of chaos travel in packs of 1d8 monsters most of the time. But a forbidden variation of the summon monster spell or the rite of summon The Unagugbaetu will call one of these things from across the planes. These rites must always contain bile from these creatures or the monster will immediately attack the summoner. These monsters may be held at bay with the more powerful demons of chaos's blood. The flesh of these creatures roils with the raw stuff of chaos and the remains of these things will spread a contamination zone of some forty yards. Anyone caught within this zone must save vs death every 1d4 rounds or make a mutation check. This check must be made each time the victim is exposed to the demon beast's dead flesh. There is a 25% chance of these bastards of chaos being immune to the effects of the artifacts of chaos. Clerics and mages of Law may have a ten percent chance of rebuking these demon beasts back beyond the vale from whence they come. Any failure will result in the monster trying to consume the cleric or wizard. Three times per day these creatures may move between the planes.Slowly they will phase away from the current space time continuum. During this time the beasts will only take half damage from most psychical attacks. Magic and psychic powers have full effects however. Three times per day the creatures can create darkness as a defense mechanism.
Flight To Mars is a "classic" 1951 movie about an expediation to Mars. The movie might as well be a companion piece to Rocket Ship X-M. The movie uses the same sets, costumes, and themes as Rocket Ship. Believe it or not there is a ton to mine for games.
Flight has some really great things going for it. For example the whole movie could take place in a "Fall Out" Style retro future universe. The costumes, colors, etc are all very snap shot moment in time which means this has some great cross over potential for any of the Goblinoid families of games. Especially Mutant Future and Star Ships and Space Men Second Edition.
Plot according To Wiki:
The story involves the arrival on Mars of an American scientific expedition team, who discover an underground-dwelling, dying civilization of Martians. They are anatomically human, and are suspicious of the earthmen's motives, with the majority of the governing body finally deciding to keep the earthmen prisoner.
This film reuses almost all the cabin interior details from Rocketship X-M (Lippert Pictures, 1950, and filmed at another studio), except for some of the flight instruments. Even the spaceflight noises are reused. Similarly, the concepts of spaceflight are those postulated in that earlier film.
The main differences are this film postulates a planned flight to Mars, whereas the earlier film postulates an accidental flight to Mars, which accident occurs during a planned flight to the Moon.
Additionally, this film postulates a Martian species which is in many ways superior to Mankind, and poses a long-term, strategic threat there to, whereas the earlier film postulates a Martian species which is pre-literate, and a throw-back, as a consequence of a global nuclear holocaust which occurred many millennia earlier, and poses only an immediate, tactical threat to the voyagers.
A sequel, Voyage to Venus was proposed but never made.[2]
Here's the Trailer and Movie itself. Go take a look but be warned that this is a terrible movie with some fantastic ideas. Hey if Mystery Science Theater can get away with this so can you.
Using Flight To Mars Movie 1951 For Your Old School Space Opera And Mutant Future Game
This is a Mars that suffered a short sale nuclear war and is just starting to sort of crawl out of the redoubts. Mars has a tradition of vast underground mega dungeons and this film is no exception. The costumes look like they came straight out of Rocky Jones and that makes for great gaming . These Martians are the last of their kind and could be the descendants of Bouroughs Redmen or even Earth colonists left behind centuries ago. There are certainly other possibilities here as well.
The Pioneer Class Nuclear Rocket Ship
The United Nations Explore 12
Crew : 5
Hit Points :55
Armor Class: 6
Drive System -Ion Sublight Pulse Drive
Nuclear Fuel Drive sub system
This vessel was part of the United Nations program of exploration right after the introduction of pre warp technology in 2001. The pioneer class is one of the more useful classes of pre atomic warp capable vessels. It is used in exploration, asteroid mining, and deep solar system exploration. It is noted for using an Ion Sublight pulse engine and a nuclear fuel sub system making this one of the more stable of the Atomic Rocket series the Earth was producing at the time. This rocket ship is still being produced today for a wide variety of applications.
Weird Martian Wasteland Encounters
Scholar Scientists 3 hit points in full atmosphere suits, standard blasters 1d4 points of damage 50 yard range
Sand Rays 2 hit points each but capable of swallowing a man for 2 points of damage
Degenerate cavemen red men 2 hit points each and armed with spears, clubs, rocks. Very cunning though. 50% chance of mutations
Hover cycle riders 3 hit points each and armed with stunners. Slavers traveling in a slave barge
Armed mutant thugs looking for trouble 1d4 # 2 hit points and armed with blasters 1d4 points of damage and 30 yard range
Mutant Psionic overlord and slave party, 4 hit points and 1d4 random psychic powers. Armed with a vibro sword +1 and a ray pistol 4 hit points of damage and 40 yard range
Warriors of the Waste land in hover car, 1d4 2nd level raiders in a hover car looking for trouble armed with blaster rifles 1d4 points of damage 70 yard range
Martian Walkers 4 hit points each armed with 1d6 damage heat rays and 70 yard range scouts
1d6 red men mutant slaves escaped from caravan
1d4 Brain lasher warriors in a flyer looking for slaves and trouble. 1d4 random mutations
Night Time Random Weird Wasteland Encounters 1d10
Degenerate Red men neanderthals raiding party 4 hit points, spears 20% chance of mutant powers
Mutant Raiding party 1d10 hover cars, 1d4 hit points 40% mutant powers
Dust Demon 4 hit points, level drain attack
Veterans of The Psychic Wars - Recruiting & looking for a fire, food, etc
Hallucination Dealer - Time Lost ,2 hit points 6 bodyguards, 3 hit points each
Night Wolves 3 hit points ~ wolves 1d10 # powers as per blink dogs
Damned Soldiers~ 3 hit points,# 1d10 on Nightmares armed with machine guns 1d4 damage
Sonic Attack UFOS 1d3 # ,3 hit points, sonic attack 1d4
Degenerate Red men neanderthals raiding party 4 hit points, spears 20% of mutant powers
The Post Apocalytic Mars of Flight To Mars
Like its companion movie Flight to Mars is really a blank canvas that you as a DM can paint with. The sky is really the limit here. For my post apocalyptic Mars game this movie really offered me an opportunity to go to town.
The underground city/redoubt was actually the ruins of a Krell outpost that connected with the Martian undergrounds of Burroughs. This was taken over by human colonists and red men descendants from the time of Earth's Imperial period on Mars. When relations broke down the nukes and worse started to fly.
There had been terraforming going on
and the planet was only 78 % to Earth standard when the atmosphere plants broke down completely.
The Earth itself has suffered during these "Atomic Wars" and are going back out to the colonies to reclaim what's rightfully theirs. The 40s post WWII gear and space leathers from these films are great for a DM trying to create a retro futuristic campaign especially on Mars. Simply add your favorite Martian element and your ready to go. This sort of campaign is perfect for X plorers, Mutant Future, or any number of science fantasy retroclones. This would also make a great intro game for something like Terminal Space as well. For further options go over here and take a look at Rocket Ship X-M for more Martian thrills Here
So in the middle of the afternoon I get a call from Larry that they need a DM fast. Someone is really sick and we need a replacement on our Greyhawk game as fast as possible. I wanted to continue the already on going game of Stormbringer! No can do because the player whose in that game really wants to continue and so its key that he's there. So what can you pull together in two hours? Well I've got this idea that I've been working on for my Stars Without Number Game. That sounds great. We'll see you in two hours. Six players and a three hour tour are where I'm at this moment. The Harlock sound track above was playing on the computer and so it was a natural progression to marry a version of the Captain here with the Eternal Champion.
The "Chasm" in my Stars Without Numbers game is this huge chasm in space millions of light years across and wide. A celestial desert devoid of anything except the occasional wandering star and its companion planets. The place has at its very core a group of "white holes" that spews out billions of tons of energy, radiation, and the debris from a million black holes, planar doorways, and what not. The flotsam and jetsam of a thousand planes. The Talon sector borders this area with another sector acting as a buffer zone. This buffer zone is ringed by a series of ancient alien fortresses which were old when our sun was young. Out there is a ship blinking a radio beacon across the universe. The call is growing fainter. The PCs must investigate what or who the ship belongs to and why the damn "Time Center" is receiving the signal.
Have Plane Ship Will Travel I take my Ps and Q's when it comes to plane hopping from this Stormbringer Module. Rogue Mistress is one of the best books for Stormbring for the three hour tour one shot modules. Here's the back of the product.
The multiverse", says a description of the product, "is a complex system of intertwined universes, each unique, with peculiar physical laws, varying influences of the gods of Law and Chaos, and differing in the degree to which the use of magic and technology are effective.
"Heroes of sufficient cunning and ability traverse the physical barriers between these universes by means of special devices, spells, or magical portals. Risking their very existence, such heroes reap the reward of fabulous magical knowledge or exotic technological weaponry.
"The Rogue Mistress is a vessel able to navigate among these million universes - a pirate ship of ancient origin, captained by the beautiful Maria de Tres Pistolas who leads an exotic free-booting crew gathered from across the Million Spheres."
The crew of the "All My Sins Remembered" made their way across the chasm. They were a motley crew if there ever was one.
They consisted of :
Robert D'veries - Mantis/Scientist warrior of the Kingdom of Londra and engineer aboard the Sins
Edward Baldwin -Warrior of the Order of the Rat also of Londra
Sharrrii - Chaos Hybrid Jaguar Warrior Queen - From a post apocalyptic world descended from Chaos machinations. Originally part of a stellar empire now in ruins
Kalb - Mutant from another post apocalyptic Earth - Party's technological expert and he's good with a pair of double rapiers.
Culm - Boneman sorcerer/scholar from Carcosa - A victim of an alien "teaching machine" now possesses a mind capable of reading,speaking, and writing a million plus languages of the Cthulhu mythos. Cultured but with a streak of murder like Hannibal Lector. Very good with a knife and the rites of the Old Ones.
Whose Ship is it?
While the design is similar to the Arcadia it actually belongs to Captain Nehab of Nebularia! The Captain is a very dangerous servant of the Chaos God The Namless One.
His ship has found itself in the Chasm on mission for the Time Center thousands of years in the past.
The Captain was from the same planet as Darklon the Mystic. My favorite character from the poisoned pen of Jim Starlin. You can read about him right over Here
Captain Nehab of Nebularia!
Driven from his home planet by his cousin Prince Darklon the Mystic. Nehab journeyed among the stars until he came across the Chaos Sword "Night's Promise". The sword was actually the demonic essence of the Nameless One. The sword promised to reveal treasures beyond the ken of man and god alike. The sword lead the Captain deeper into the mysteries of magic and damnation each step taking him closer to the heart of Chaos itself.
Each time the captain took on a crew his deeds and sins would mount driving him further down the path of damnation. His eyes grew accustom to the carnage and wrath of Chaos. Finally he was gifted with a planar ship of his own. The ship was found upon the ever changing seas of The Grey.
The ship "The Dreaming Sadness" sat upon the shores of this Chaos world waiting for the next victim to claim her. Captain Nehab took to that ship as if it was his right hand and with sorcery and damnation controlled the thing.
"The Star of Chaos" was the last magic bauble that brought the star tanned hide of the Captain to the Chasm. The Chasm claimed him and now the PCs were about to find out exactly why. There were strange energy readings aboard the ship. The party entered the ship after 12 hours in cryo pods. There the skeletons of crew were still at their stations. The whole ship was being run by Golems of Law. These automatons killed the crew and starved the Captain to death. The Star pulsing evilly in the skeletal hand of its last master. The distress beckon sent out as a warning to all. As soon as the party entered and were immediately attacked by the things. No one would have the jewel or the Sadness ever again.
The golems were relentless and there always seemed to be another to take the next one's place. Finally the PCs found the "Nano Temple of Law" that was producing the damned things. A carefully placed set of spell from the party's two wizards and the laser lance of the Mantis/scientist warrior destroyed the "temple" Just as one of the golems got the mantis scientist. The party managed to recover the Star and was about to leave when "The Nameless One" appeared and demanded his prize. The god was surrounded by demons of the "Abnatural" orders ready to devour the party in an instant. They did comply and left the ship as quickly as possible. "The Dreaming Sadness" came alive by itself and set sail deeper into the Chasm. Across the comm unit the characters heard the mocking laughter of the "Nameless One" echoing through their ship. The characters returned to the calm of the Talon sector and a bar to get drunk in. The PCs walk into the bar and pass by a very much alive Captain Nehab and crew speaking about going after the Star and the hazards of the expedition for their "patron"
Where Did The Ideas Come From
The players thought I'd be using this when in actuality I used ideas from this book and Dancers At The End of Time combined with some stuff from the Warrenverse. There was of course some of my own twisted ideas. You can read up on The_Coming_of_the_Terraphiles and The_Dancers_at_the_End_of_Time Also my love of Iron Maiden especially
A mega post on one of those old cult horror movies that I have such fondness for. Ladies And Gentlemen! Boys And Girls, Blood Of Dracula's Castle Right over Here!
A set of 1d20 tractor beam mines latches onto your ship and will cause 1d4 points of damage each if they explode. What will you do?
There is a cosmically powerful 12th level wizard/lich aboard your ship in the cargo hold hitching a ride. Everything should be alright as long as it doesn't wake up. What was that noise ?
A spawn of the Outer Gods is tracking your ship. The soul sucking monster will stop at nothing to get you
There are a fleet of undead space pirates looking for easy targets. 1d8 ships materialize off of the port bow.
Groups of alien refugees are fleeing a cosmic disaster and they need help. They are broadcasting on all frequencies. There are 1d8 ships holding them
A relic ship over four million years old and its cursed AI drives the thing forever on passes nearby spewing forth blasphemous secrets on all channels.
A rag tag group of space pirates is looking for a new crew to hook up with.
An AI probe is curious and follows your space craft
A white hole opens up 2 light years away and begins to spew forth the remains of 1d3 alien planets along with strange radiations
1d4 alien cargoes float in the void. There is carbon scoring across most of the containers.
A team of archaeologists has stalled out in their ship and need a boast. They're mysterious cargo has caused the problem.
An alien tomb ship materializes nearby from hyperspace. The thing is surrounded by a golden light.
A space going brothel/information house is open for business and is advertising 2 light years away
An ancient alien weapons system has a lock on your ship and is tracking you.
A cloud of magnetic nanodust screws with your instruments and then the real trouble begins
1d8 4 hit point golems warriors armed with vibro weapons materializes on your bridge. They're looking to recruit not fight
A tomb space craft of one of the last sword emperors materializes starboard and its AI locks weapons. It transmits a warning in an unknown language. Then charges weapons
A strange energy pulse of psychic energy scans you and everything on board your ship. The pulse causes everything to glow blue for a moment
An advertising ship follows your ship and reports your movements to anyone within frequency range on all channels. The ship appears at odd intervals only to disappear back into hyper space.
1d4 space barbarian ships are cruising nearby looking for easy pickings. Then they spot your ship.
1d20 Random Space Station/Star Port Encounters Table
Grizzled corporate veteran looking for the cheapest party of adventurers for a job.
An antique combat cyborg warrior looking for passage to Vega to see his family. They're in danger from a foreign plot
Nervous adventurers looking to unload a cache of alien artifacts and unknown weapons from the Chasm
An alien robot looking for one last job to go out in a blaze of glory
A group of gun runners whose clients paid them but were destroyed. They have to unload the merchandise or else
A tinker dealing in robots and probes looking for agents for new markets
A metal dealer looking for asteroid miners and rare Earth metal debris is taking new clients on.
A group of Vegan warriors/mercs are looking for others to help fight in a nasty protracted system war.
A Traveler is looking for others to help him map a sector of space known as the Chasm
A dealer in relics from the Chasm is looking for agents to help him in a new venture.
The Union of Spheres is looking for other mercs to help out on the front lines and they pay well
A group of refugees is looking for passage out of the system right now and they have only trade goods with them.
A droid begging for parts watches the crowd for some one or something. He's actually a fully functioning information broker droid and willing to trade with anything
A war bot veteran is spinning tales of the great battles he has fought in for 10 credits a story. Some of these stories are current
A group of zero gee acrobats are preforming and pan handling. They are actually some of the most deadly assassins out there. They will kill for a price
An alien book maker is taking odds on the local interstellar conflicts and will make good on the real long shots. Can tell the mark about the forces of both sides
A water and food seller is surrounded by crowds and selling food at hundreds of credits inflated prices. His agents approach your group.
A mercenary medical droid is selling its services to the highest bidder and has three other agents working the crowd. One approaches your group
A group of travelers is looking for passage on the next flight out. Didn't you see their pictures on a near by wanted poster?
A group of adventurers from a primitive plane is looking for passage to the next star system. They look very shifty especially that "wizard" of theirs. One of them approaches you.
Its interesting to see a side by side comparison of Professor Barker's work and what Mr.Dee has done for example.
So to me this is going to bare watching to see where this is all going to end up. The artwork is fantastic but another Empire of The Petal Throne game would be fun to see. That being said I've got my original set and a new one sitting near by and those get used for reference all of the time. So if you'd to know more or better yet support this kickstarter then please go over Here
Through out the Talon system the herds of the these gene modified macro organism creatures graze on asteroids and meteor swarms passing usable metallic ores and refined waste products . The Astro Tardigrada which means " sky slow walker" are able to survive in extreme environments that would kill almost any other animal. Some can survive temperatures of close to absolute zero, or 0 Kelvin (−273 °C(−459 °F)), temperatures as high as 151 °C(304 °F), 1,000 times more radiation than other animals, and almost a decade without water.Since 2007, tardigrades have also returned alive from studies in which they have been exposed to the vacuum of space for a few days in low Earth orbit. Tardigrades are the first known animal to survive in space and thus were the first to be modified for a life among the stars.
Tardigrades have barrel-shaped bodies with four pairs of stubby legs. Most range from 3 meters to over 10 meters in length, although the largest species may reach hundreds of meters. The body consist of a head, three body segments with a pair of legs each, and a caudal segment with a fourth pair of legs. The legs are without joints while the feet have four to eight claws each. The cuticle contains chitin and is moulted periodically.
Space Tardigrades are eutelic, with all adult tardigrades of the same species having the same number of cells. Some species have as many as 40,000 cells in each adult, while others have far fewer.
The body cavity consists of a haemocoel, but the only place where a true coelom can be found is around the gonad. There are no respiratory organs, with gas exchange able to occur across the whole of the body. Some tardigrades have three tubular glands associated with the rectum; these may be excretory organs similar to the Malpighian tubules of arthropods, although the details remain unclear. Within the inner chambers of the creatures there is a bio acidic furnace which processes ore and products. The core of these creatures can reach millions of degrees. The sharp claw pads are capable of 1d8 points of damage per swipe. These creatures are non agressive and minor telepathic abilities allow alien or human drovers to direct the creatures where needed.
The brain includes multiple lobes, mostly consisting of three bilaterally paired clusters of neurons.The brain is attached to a largeganglion below the oesophagus, from which a double ventral nerve cord runs the length of the body. The cord possesses one ganglion per segment, each of which produces lateral nerve fibres that run into the limbs. The cord now posses a pretech bio warp gate system allowing herds to move to there next mining assignment automatically. The species is capable of teleporting throught hyperspace up to 12 light years per day. Many species possess a pair of rhabdomeric pigment-cup eyes, and there are numerous sensory bristles on the head and body. The creatures " see" in infrared, radio wave, and beyond. There senses are not tuned to any known human frequency.
Tardigrades are one of the few groups of species that are capable of reversibly suspending their metabolism and going into a state of cryptobiosis. This state will be entered if no "food" is present. The monstrous creatures have numerous micro bio jets across the surface of their bodies. The creatures are actually capable of a decent in system planetary journey. The bodies of these creatures also contains a bio solar film allowing the creatures to metabolize star light into a usable form of nourishment Many drovers have connected several ancient rod devices into the creatures allowing them to siphon off 1d100 volts of electricity per day. The creatures don't feel anything from this treatment contrary to popular belief.
Each animal is capable of processing 1d10 tons of ore per day. The creatures feed with abandon and have been know to attack space craft when starved.
Because they make up is so dense, many colonists or drovers use old atomic rocket vessels to hit the monster herds with heavy blasters or stunners set to high levels. Anything below 1d4 points of damage may not be noticed by the creatures.
Wild herds of these creatures can range into the thousands of credits but wrangling these monsters takes both finesse and psionic might. Many stampedes of these monsters have been known to destroy space craft hundreds of times their size. The beasts process the very craft trying to round them up. There are spacers who seek these so called wild herds out for that very purpose.
Many wild herds may contain 2d100 head of these creatures. There are an infinite number of genetic variations of these creatures that have been created throughout the centuries.
Armor Class: 2-17
Hit Dice: 9-11
Attacks: Claws 1d6 Special: Teleport Without Error 6 times per day