Showing posts with label futuristic tech. Show all posts
Showing posts with label futuristic tech. Show all posts

Monday, March 4, 2013

This Week's Game, "The Cauldron", pt 2

Party continued to stumble around aimlessly, still unsure where they are, and an encounter roll of 'Primordial w/captive NPC' was converted to 'Insert Magic User Here', allowing for the appearance of Rusty Saturn, a boyish Mage of level 4. 

Our wary adventurers wisely -perhaps- chose to watch an odd ritual of the Elder Things play out, resulting in the summons of a Byakhee, which rode off again into the sky with two of the four Things (and some loot... but they wouldn't have taken down all four; they barely managed to deal with the remaining two!).  After a tough struggle, the Party slew the Primordials and claimed their weaponry, a Sonic Blaster and an Electro-beam Rod.  The plastex cargo box discovered behind a tree contained... A Multi-Phasic Concatenation Coil, which is a piece of alien super-science technology, entirely useless to the Party.  Their unconscious captive rose from a drug stupor the following morning, told his tale of being abducted along with his mentor and other members of a merchant caravan... none of which he has seen since, and next thing you know, he's being traded along with some weird space Coil for a locked metal box. 

Embarassingly eager to hook up with the Party, Rusty's Identify and Read Languages Spells have provided much-needed info; they are trapped in a time/space nexus, an ancient construct of the Primordials, but a way out has not been hinted at.  The Sonic Blaster has four settings: Disruption (3d6 dam, no Save), Stun (1d3 r, Save negates), Deafen (24 hrs, Save vs Wands negates), 'Brown Noise' (lose 1r of action to involuntary explosive diarrhea, no Save).  Rusty was unable to determine how many 'charges' remain in this alien energy device. 

A brief discussion of returning to the Armored Vehicle previously enountered, this time with Rusty's Knock Spell... ended unresolved as the Party made camp for the night.

GAINS: Sonic Blaster, 'Pentacle Rod' (metal rod topped w/plasma globe and pentacle, discharges electric arcs and lightning bolts), and most importantly, an NPC Magic-User!

Friday, September 9, 2011

Advanced Medicine/Drugs, Simple Table


DRUGS (d24)  Delivery (d10): 1-4 Hyposerum, 5-7 Pill or Capsule, 8/9 Aerosol Spray, 10 Compressed Gas.  Duration and degree of effectiveness variable, determine on fly,'cause you never really know, do you?  Designed for Humanoids; effect on others diminished or otherwise different

1. Antitox: negates toxins         13. Truth: unable to lie       
2. Slowdose: as Slow Spell      14. Hercurin: +STR                
3. CON-Boost: +CON               15. Nomutal: immune Mutation
4. Megalert: +Initiative              16. Antirad: 1/2 Rad damage     
5.Innoculate: immune Disease  17. K-O: renders Unconscious    
6. Stasis: Metabolic Inhibitor     18. Paralysis: yep, paralysis
7. Medic: Heals damage           19. Mutation: virus, specific      
8. Recreational: hmmmm          20. Hypergen: regenerate            
9. Nopaine: adds HP                 21. Stimdose: as Haste
10. Psi-Boost: +WIS                  22. Rage: induces Berserk        
11. Naptine: Sleep                     23. Biofilter: removes Disease      
12. Realign: restores DNA         24. New Idea

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
.

Sunday, March 13, 2011

"Let’s face it, You’re not ready"

  • OK, so this is adapted from Survive the Apocalypse, and makes a useful Mundane Modern Item table; nothing too fancy, but useful

     

    Tools for the Apocalyptic Wanderer (d30)

    • 1  Weapon with spikes on it
    • 2  Fire Starters – Matches, Magnifying Glass, Magnesium, Flint and Steel
    • 3  Hatchet, Fireman's Axe
    • 4  Adjustable Wrench or Folding Shovel
    • 5  Weird helmet
    • 6  2 – 3 gallon cooking pot
    • 7  First Aid Kit (salve, hypos?)
    • 8  Book of Edible Plant Life
    • 9  Map or Compass
    • 10  Collapsible Saw
    • 11  Crowbar
    • 12  Hunting Knife, Bowie, Machete
    • 13  Crank Flashlight, glow stick
    • 14  Can-opener, or other odd tool
    • 16  Caribiner
    • 17  Needle and Thread
    • 18  Binoculars, Telescope
    • 19  Leatherman tool
    • 20  Fishing Line and Hooks
    • 21  Small Radio, Communicator
    • 22  Wool Blanket or Fur
    • 23  Boot Lace, rope, twine
    • 24  Harmonica or Kazoo
    • 25  Canteen for Water (empty?)
    • 26  Canteen for Fuel (full?)
    • 27  Tarp, canvas
    • 28  Power Source, fuel
    • 29  Rations, preserved foodstuffs
    • 30 New idea

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!

Thursday, February 17, 2011

LAND OF THE LOST! ('74)



I loved the original Sid & Marty Krofft series when I was a kid... wonder what I'd think of it now?  But tell me this link to Geography & Technology of the LOTL doesn't inspire your appetite for Brontoburger!

http://en.wikipedia.org/wiki/Land_of_the_Lost_%281974_TV_series%29_geography_and_technology

Gates, dinosaurs, "undead", hidden subterranean god-creature, crashed spaceship... Sandbox, anyone?  The quintessential sandbox - there is no "beyond the borders"!  You're going to have to keep track of every single looted Sleestak crossbow bolt, because there is no Town, no Trader Caravans... also, no Hirelings, no Temples (well, one!)...  In short, no "support", only what you can scrounge.  Gold and gems would hold little value, but any kind of survival tool/aid would be priceless!
I'm DOING this!

Encounter Tables: lots of dinos, of course, giant-sized critters seem to "fit", perhaps a few more monstrous beasties underground, plus the occasional non-native, anything from 60's Surferboy (bad wave, man) to Judge Crater to a cunning Mind Flayer... subtable for determining if they are n00bs or long-term residents

Pylons: the keys to finding a way out, perhaps several or all must be discovered and used toward this end, perhaps each controls a certain aspect of the Land (seismic stability, temporal stasis, gravity, weather...)

Lost Vehicles: crashed WWI biplane, 1990 Jeep Range Rover, Egyptian Galley...

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.



    Thursday, February 10, 2011

    YOUR OWN... PERSONAL... FORCE FIELD

    *turn on your tranceiver, I'll make you a believer... just try to touch me!*
    If you're gonna crawl across an alien landscape, ya gotta have a personal EFG. Where else are you gonna clip your Raygun, your loincloth? Gnoob!

    ENERGY FIELD GENERATORS
    Harness/Webgear apparatus with Power Pack (25 ch)

    TYPE/CH per TRN/EFFECT
    1. Mirror 1 Reflects/Dissipates Lasers
    2. Electro 1 20 HP/rnd Shield vs Electric
    3. Sonic 2 30' radius Silence
    4. Kinetic 3 10 HP/rnd Shield vs Physical
    5. Cloak 2 Invisibility
    6. Holo 3 Illusory Projection
    7. Force 4 30 HP/rnd Shield vs (any) Energy
    8. Antigrav 1 Levitate/Feather Fall
    9. Antirad 4 Negates Radiation (only)
    10. Nullfield 5 Impervious Shield
    11. Displacer 1 -2 AC, first AT auto misses
    12. Enviro 1 Filters viruses, disease, gas

    Figure each has an on/off switch, possibly an input for a larger, backpack Power Pack (50ch)
    Also thought it might be cool to have "modular" EFGs; the more-or-less standard basic harness and Power Pack, but with a selector switch (on/off/output A, output B, output ALL) the type of field generated dependent on which type(s) of emitter modules are attached. This could be fun... possibly a harness and emitter module could be found at separate times/locations... a player could be seeking additional new modules to add to his gear... "I'm not messing with this one - he's got four different emitters attached to that thing!"

    Thursday, January 20, 2011

    RAYGUNS

    There are few things more iconic to weird science/space pulp than a strange, sinister raygun! Produced only by highly advanced Alien technology. 100' range (unless noted otherwise), one shot/rnd, power source/ammo is non-standard and unlikely to be replaceable, charges/shots avail as per DM. Require Save vs R/S/W/Raygun rather than rolling an attack to hit on the combat table.
    (d30)
    1. SHRINK RAY 50% of height/weight per shot, effects either permanent, or reverts at 1" height/day, might just have a Growth Ray selector as well!
    2. FOSSILIZER 3" beam, petrifaction, effect permanent
    3. NEURAL DISRUPTOR save -2, stuns 1d4 rnds, failed save of "1" causes head to explode!
    4. BUG GUN fires swarm of stinging, flying bugs, or clutch of boring worms
    5. WEB GUN 30'x20' cone, as Spell
    6. SONIC BLASTER 6" cone, effect selectable: 3d6 DAM, Stun 1 rnd, Deafen, or "Brown Noise"
    7. MUTATOR roll on Bad Table (possible selector for Good Mutations!), only mutates target on first use, subsequent exposure = 6d6 Radiation dam
    8. DEVOLVER as per the Mutation, Devolution, failed save of "1" causes Complete Body Devolution
    9. NERVE FIRE causes uncontrollable movement at top speed in random direction
    10. BLUE GOO viscous, hardening goo causes Slowing (no save) or complete immobility (failed save), dur 1 trn
    11. GINGIFICATION RAY (TELEPORTER) no save (?), safely transported 100" in random direction
    12. TRACTOR/REPULSOR BEAM "telekinese" up to, say... 1000 lbs?
    13. SICKLY PURPLE DEATH RAY liquifies flesh, leaving only bones, save vs Death Magic, +2
    14. FREEZE RAY 3" beam, or cone, selectable, 6d6 Cold damage
    15. OXIDIZER (RUST GUN) metal items (not just iron, steel) must save vs Disintegration or rust/flake into dust
    16. POLLINATOR (SPORE GUN) range 3", creates 1" radius cloud, effects a s per DM
    17. THE DREAD BLACK RAY save at -2, drains one XP lvl/HD per shot
    18. BLUE BOLT/BLUE BALL 8d6 Radiation damage, selectable bolt (save -1) or 30' radius ball, save for 1/2 dam
    19. RUBBERAY tranforms matter into rubbery substance, save vs Disintegration, does not affect living beings
    20. IDIOCY lowers INT to 3, regain 1 pt/day
    21. AMNESIA FLASHWAND if save failed, roll d4 and lose: 1 day, 1 week, 1 year, all memory! (also wipes all Spells from memory)
    22. METABOLIC REFRAGULATOR/DEFRAGULATOR heal or harm for 10 HP, selectable
    23. ANTI-GRAV PULSE "levitates" target 30-60' (1d4+2, times 10), effect ends in 1d4 rnds
    24. FUN GUN victim undergoes spastic fit of laughter for 1 trn, -1AC, TH, Dam, Saves, Initiative, cannot speak or cast Spells, no save
    25. BUBBLE GUN encases target in Force Field bubble for 1d4 trns
    26. CHRONOTRON PROJECTOR target is propelled through time, either backward or forward (selectable), 1d24 hrs (random)
    27. BERZOOKA all creatures w/in 3" sphere are simultaneously affected by Haste, and a berserk, murderous rage, and attack closest being
    28. REANIMATOR zombifies recently deceased corpses (AC 10, HD&Dam 1/2 original, Always attacks last), dur 24 hrs, Undead save vs Disruption
    29. COMBO WEAPON Roll again, and also has secondary, lesser function; auxiliary laser, electric discharge, grenade launcher, motion detector, accuracy scope (-1 save)...
    30. LAZY GUN mysterious ancient objects, possibly the creation of an Elder Species. The Lazy Gun is the only weapon known to display a sense of humour, and oddly, weighs three times as much when turned upside down. It is the Ultimate Ray Gun, auto destroying whatever it is fired at, although it can only be fired 1/day, and there is a 1 in 10 chance/use that the user will be drawn through a temporary Black Hole into another reality, while the Lazy Gun Teleports 100-1000 miles away.


    DETAILING (d30) roll twice, adds to the fun

    1. Brushed Aluminum 2. Gold filigree 3. Hepatizon!
    4. Mother o Pearl Inlay 5. Xenowood stock 6. Bronzed
    7. Blued 8. Rusty 9. Brightly enameled
    10. Brass/Copper fittings 11. Fins 12.Shiny chrome
    13. Muzzle nozzle 14. "Radar dish" 15. Indecipherable engraving
    16. Scary prongs 17. Bedazzled 18. Transparent casing
    19. Scuffed plastic 20. Ceramic 21. Barrel etched w/notches
    22. Crystal encrusted 23. Blinking nodes 24. Sparking aperture
    25. Buzzes 26. Hummmmms 27. Emits colored smoke puff
    28. Ultrablack 29. No barrel 30. Wing It!

    http://planetalgol.blogspot.com/2009/09/technological-artifacts-ceramic-knife.html

    http://en.wikipedia.org/wiki/Lazy_gun (haven't read it, yet)

    http://en.wikipedia.org/wiki/Hepatizon (leave it to Blair at planet Algol; I love his weird details - obviously)