Showing posts with label Futurama. Show all posts
Showing posts with label Futurama. Show all posts

Tuesday, April 14, 2015

Dr. FlimFlam's Miracle Cream




Dr. FlimFlam's Miracle Cream was obtained by Dr. Zoidberg on an interstellar trip from a sleazy travelling salesman who sold him one tube of the mysterious substance for no less than sixty dollars. The lobster doctor gave it to Fry and Leela as a cure for their sore limbs after assembling a super collider, and both of them found out that the substance caused superpowers in humans as a side-effect.

Common powers found in humans after the use of the cream are:
1.  Super strength
2.  Lickity speed
3Invulnerability
4Ability to command the loyalty of sea creatures

Roll a d4 to see which power you get, it's more fun that way.  Duration as per DM, 1d4+2 applicatons/tube.

Bonus Alienese Translation: "Keep out of reach of children under the age of five hundred. For best results, sacrifice a small mammal xanroc, the apply evenly to interior of eyeball. Would you like to help Dr. Flimflam products? Contact a representative at a covered wagon near you."

Tuesday, May 17, 2011

Misc Gems

Not much to post lately, plus laptop is dying a lingering, ugly death.  New PC arrives this wk.

Some random ideas from This Week's Game:
- alien raygun, or other device, which requires gold for fuel.  A 10gp ingot, placed into the "battery compartment", will power the device for a certain number of shots/uses... and of course the Party will need a specially constructed ingot mold, and will have to smelt their GP into the necessary shape
- alien/tech device which requires Futurama-style "Dark Matter" to operate, "a pound of which weighs more than 10,000 pounds!"  Thinking a golfball-sized pellet might weigh about 1,000 lbs, and must somehow be lifted/moved and put into a slot or compartment in order to activate
- have been severely restricting the Gold flow to the PCs, so that they actually have to think about what to spend cash on, rather than throwing GP around like armor-clad rock stars.  Liking the idea of having the option of keeping cash treasure, or using it to "purchase" XP (1GP = 1XP), choice is up to the players
- Magic Item: quill or chisel which can be used to inscribe Glyphs of Warding, limited # charges
- Mace of Corruption: basically an anti-Mace of Disruption... killing blow turns victim into Zombie follower

Monday, April 4, 2011

Step Inside the Chamber, Please


Tossing around ideas for a Lovecraftian-creepy weird science laboratory dungeon, possibly the lair of Great Race or Primordials, was going to compile a list of (mostly) classic SciFi machines/technology, realized many involve "something you must enter"; Chambers, Tubes, Capsules, Booths, Vats, etc.  Padded it a bit to accommodate a d30, added some rough detailing

WEIRD SCIENCE CHAMBERS/EFFECTS (d30)
 
1. Clone-O-Matic - takes "samples" of DNA and begins growing a Simulacrum which shows up later.  Maybe it only makes a copy if the original donor dies, and the "new guy" comes walking around the corner in a state of Confusion, and can't understand why everyone seems upset to see him

2. Bacterial Spew Chamber - moist sphincter coughs up toxic cloud; Save and age is reduced 10+1d10 yrs, Fail and become terribly ill for 1d4 days

3. Probulator - restraints activate, manipulative arms extend, remove clothing/armor (possibly transfers them to locked "storage" compartment/area), body orifices are um, probed.  Unpleasant at best.

4. Orgasmatron - a strange but mostly pleasant experience, unless the machine malfunctions (%?) and becomes stuck in continuous cycle, lose 1 pt of CON/rnd for 5d4 rnds, 0 = coma, regain 1pt/hr

5. Suicide Booth - disposal of unwanted test subjects, possible selection of "Quick and Painless" or "Slow and Horrible"  (Save vs Disintegration, or take damage from variety of piercing/drilling/chopping thingys)

6. Career Chip Implantation Device - put your hand in there; the Morlocks will report you to the Primordials if you don't perform your assigned task.  "Ya gotta do what ya gotta do"

7. Astral Projectocarphagus - sends your Astral Body to some bizarre locale for predetermined stay, or until specific task is done, or item brought back

8. Potential Realizator - Gain (d4) 1d4 HP, 1 point to lowest Ability, 1 point to Primary Abil, enough XP to reach next level

9. Teleporter Pad/Pod - oldie, but still goodie

10. Cryogenic Freeze Tube - slams shut, flash freeze, readout counter says you can return to adventuring in 1d% yrs

11. Reanimator - Primordial Flesh Golem/Vat Guy factory!

12. Transmogrifier - (d4) gain additional limb/organ, gain new weird limb/organ, bizarre body proportion alteration, "ZAP, you're a Morlock"

13. Joy Can - mind-reading holographic projector fulfills your greatest desires, but its all evil.  You'll have to be dragged out by friends with metal headgear.  Fun way to explore PC motivations, and design future storylines

14. Interphasic Defragulator - caught between dimensions, you gain the benefits of Displacement (-2 AC, first strike always misses), but also suffer the effects of being Displaced (-2TH, first strike?  miss!)

15. Memory Upload Interface - gain knowledge, skill, ability, perhaps some familiarity with the odd devices here

16. Cosmetic Surgery Autodoc - performs necessary medical procedures to allow +1d4 CHAR pts, but does 1HP permanent dam in the process

17. Nanite Injector - I dunno, immunization, mental conditioning, "tracking" nanos... hmmm, "Midi-chlorians"?

18. Zero Grav Interspecies Toilet - extensive wall post of instructions in several alien languages.  If translated/comprehended somehow, contains numerous unfamiliar nouns and verbs.  Looks kinda like a shower stall; maybe you should stand in it.  Not that switch; it'll back-up and expel contents!

19. Cranial Unit Harvest, Preservation & Reattachment Bank, with Body Internment/Incineration feature - takes off yer head and attaches it to something else from the Stasis Chambers in the back, either saving your old body in stasis... or not

20. Cybernetic Limb/Organ Replacement Tank - we can make him better, stronger, faster, maybe by chopping off something and replacing it

21. Tattoo/Branding - experimental test subject indexing/identification.  Maybe something stupid will ignore you, or at least assume you shouldn't be attacked

22. The Nozzle - cybernetic "eye" on flexible tube extends and stares at PC.  Just do that.  Stare at them.  When they start to say something, interrupt and say, "Do not speak while the nozzle calibrates".  If they attempt to move, say, "Movement is not wise while the nozzle calibrates".  Just keep staring at them, and saying, "Nozzle is still calibrating" until they start to freak out.  Then the nozzle retracts without explanation.

23. Autodoc Vat - knocks you out and fixes you up.  Full HP!

24. Environmental Adaptation Capsule - modifies subject's structure in order to allow operation in dangerous/inhospitable environ; gills for underwater breathing, hairy pelt -1/die Cold damage, etc

25. Soylent Processor - basically a human-sized garbage disposal unit

26. Soylent Dispenser - organic materials from #25 are cooted forth as tiny green rosettes of edible meat by-subtances, served in corrugated paper cups

27. Time Machine - I know it wouldn't be a classic if it hadn't been done before, but this one is about tapped-out... maybe it sends you one hour into the future, and some Random Encounter is "suddenly" there waiting when you come out

28. Memory Wipe Amnesiotron - *FLASH!*  "Who are you guys?  Who am I?  Is this blood on me?!""

29. Synthetic Replicant Synthesizer - high-speed malevolent Android twin manufacture, possibly a "Terminator" model, if you're inclined

30. ROLL TWICE Combine results in bizarre fashion (no, please, not #18 + #26!)

Applicable nods, thanks, apologies, as appropriate, to Mr. Wells, Roddenberry, Kubrick, Publick, and Groenig, et al
.

Wednesday, March 2, 2011

KILLBOTS


The Killbots from Futurama have two attributes I'd love to utilize:

Kill limit

For unknown reasons, a kill limit of 999,999 is hardcoded into killbots. I'm thinking of a large, old-style LED counter, red -of course -displayed prominently on the chest or torso, which increases as it kills, accompanied by a pleasant "BING!"  Perhaps lesser models have a limit of 999, or 99.  When the kill-limit is reached, they become peaceful and in fact rather friendly. Perhaps the players encounter one that is within one or two kills of its limit... however, their kill counter has the option of being reset, possibly unintentionally...

Activation

Killbots start shooting immediately when hearing a word that has to do with weapons. Supposedly, this has been installed to easily activate the Killbots on immediate demand, but it also causes troubles, including accidentally shooting each other or themselves when talking to each other.
Imagine a sealed vault containing a massive Warbot of the Ancients, possibly the very first chamber of an underground complex, or central nexus to lvl one, which the party will surely have to pass through numerous times.  It remains completely unresponsive until one of the PCs happens to mention "that wound I took in the arm", or "wish I still had that Fireball", or "I only have 3 charges left in my Wand of Magic Missiles"... whereupon it immediately "lights up" and a powerful vibration/hum is felt/heard as the automaton intones "Arm/Fire/Missiles!" and launches the appropriate attack!  Maybe its sealed behind a partitioning wall of Glassteel or some such, and just maybe that accounts for the obviously dead and contorted - but not obviously wounded (?) -corpses in there as well, victims of the colorless, deadly poisonous gas which has kept the Killbot insulated from the effects of time for so long... maybe the party should be given a rnd to prepare, as the machinery supporting the Killbot evacuates the poison gas before lowering the barrier... this might actually give them a chance against the thing... and of course, if the Kbot is defeated, the machinery will raise the barrier again in 10 rnds, and refill the chamber with gas... better loot those corpses quickly!

Monday, February 14, 2011

THE GRAND LEGACY OF PROF. HUBERT J. FARNSWORTH


A little re-tooling of this excellent list of inventions makes a gnarly gonzo DungeonStocking/Room Contents/Weird Encounter table... (use link at bottom for details, links w/in table are broken)

(d50)
40 Safety Sphere
42 Doom-proof Platinum Vest
43 Assorted lengths of wire
44 Universal Robot Controller
45 Scooty-Puff Jr. (or Sr.)
46 Chicken Walker
47 Holophonor
48 Suicide Booth
49 Head Jar
50 Quantum Interphase Bomb

#44-50 are not Farnsworth creations, and were added to increase the list to an even 50 entries. Details for all entries can be found on the Infosphere (except #43)

It is possibly worth noting that the Prof also invented Fast Cars, Beautiful Women, and Trendy Nightspots, all while living in a tiny apartment.