Showing posts with label Mythos Future. Show all posts
Showing posts with label Mythos Future. Show all posts

Monday, May 7, 2012

Rilligong (Mutant Future/Labyrinth Lord/HSE) +Paper Mini


Here are the Rilligong for use with Mutant Future / Humanspace Empires / Mythos Future / Labyrinth Lord
The Rogue Space version is in it's own post.

Badder...
Rilligong (type I)
No. Enc.: 1d4 (1d8+)
Alignment: Chaotic / Inimical
Movement: 90' (30')
Armor Class: 3 (Immunities)
Hit Dice: 10 (Regeneration)
Attacks: 2 or 1 (2swords or 1 blast: Requiers 2d4 rounds to recharge plasma cannon)
Damage: 3d6 (sword, or 6d6 plasma blast)
Save: L10 / F10
Morale: 9

Mutations/Abilities: Accumulative Resistance (poison/radiation), Reflective Epidermis (poison/radiation), Gigantism, Mental Barrier, Metaconcert, regeneration (1d4/round).

Massive, implacable alien invaders, the Rilligong shake the ground as they march towards the cities, fortresses and redoubts of each world they discover. Brutal cloned drones of a central intelligence, each individual Rilligong is hardened and sealed against telepathy, empathy and most forms of perceptual manipulation (treat as See Invisible and immunity to illusions). An armored implant within their spherical brains links each of them to a closed-circuit telepathic hierarchical network of encrypted communication that extends beyond solar system level, possibly farther--no one has been able to find out any details yet.

There are rumors of other Rilligong units having taken to the field, but nothing has been reliably confirmed at this time.

Saturday, February 11, 2012

Cthughiim (Mythos Future)

Cthughiim
No. Enc.: 1d4
Alignment: Chaotic
Movement: 120' (innate ability to soar through empty space) 
Armor Class: 1 (mostly energy)
Hit Dice: 12
Attack(s): 1 (Hard Radiation)
Damage: 6d6
Save: L12
Morale: n/a


Mutations: Energy Ray (Hard Radiation), Control Light Waves, Psionic Flight (interstellar), Plane Shift, Precognition, Reflective epidermis (Immune to lasers and most other light-based energy weapons), Vampiric Field.


Energetic Body: Cthughiim are made up primarily of electromagnetic fields and hard radiation, their former fleshy selves have been utterly consumed and destroyed over the course of their sanity-shattering transmigration to this new form.

---

Blazing, mocking and caught-up within a holocaust of ecstasy these formerly human beings are brutal, insane and murderous beyond belief. The Cthughiim are mysterious, energetic entities who soar through the vast gulfs of space seeking victims to burn and destroy in their staggeringly inestimable rages. Terrifying beings, the Cthughiim flame and flash through space like rogue stars on a rampage. These beings have lain waste to numerous worlds and have no compunction in destroying any who dare to attempt to summon or bind them--most protective measures are completely ineffectual at blocking the massive outpouring of hard radiation that continually streams off of these beings. They truly are like unto grim mockeries of the stars themselves and they are not something to trifle with by any means.


When attacking, the Cthughiim go all out, hold nothing in reserve, and then take off for the depths of space laughing and mocking their victims in a way that is more felt than actually heard, often stirring these victims into a horrific, but often impotent rage of their own. These things are intense. They are literally burning themselves out as they rage against the dying of the light, screaming their wild frenzies across the illimitable void until at last, finally, they are consumed, used-up and fade away into a final, horrible oblivion.


There are rumors that there might be those among the Cthughiim who wield even greater mental mutations, psychic powers, or even spell-casting abilities.


Mythos Source: The Cthughiim were inspired by certain aspects of the classic short story Beyond the Wall of Sleep by H. P. Lovecraft, first published in 1919 and inspired at least in part by something HPL read in a newspaper. The nova mentioned in this tale is believed to be GK Persei which was first noticed by astronomers in 1901. The passage: "... But most of all did he dwell upon some mysterious blazing entity that shook and laughed and mocked at him. This vast, vague personality seemed to have done him a terrible wrong and to kill it in triumphant revenge was his paramount desire. In order to reach it...he would soar through abysses of emptiness 'burning' every obstacle that stood in his way..." is our primary point of departure in developing this entity. 


Also there are the famous lines from The Call of Cthulhu (1926) "The time would be easy to know, for then mankind would have become as the Great Old Ones; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. Then the liberated Old Ones would teach them new ways to shout and kill and revel and enjoy themselves, and all the earth would flame with a holocaust of ecstasy and freedom."

Mutant Future Core Rules are available for free from Goblinoid Games.
You might also consider looking at Realms of Crawling Chaos while you're there...

You might also take a look at Mythos Future...

Thursday, January 19, 2012

Cthonosphere T-shirt

Cthonosphere T-Shirt shirt
Cthonosphere T-Shirt by hereticwerks

Here's a sample of the kind of stuff we've been working on lately.

The Cthonosphere will eventually play an important role in the on-going series Chernobyl Sunrise over at Mythos Future.

Friday, January 13, 2012

Negamorph (Mythos Future)


Ancient beings composed of oily, black matter, the Negamorphs arrived on Earth millennia ago and have bided their time in the deep, dark places beneath the more populous regions of the crust and especially in the lightless caverns of N'Kai, part of the emanatory underworld unique to this planet.

Negamorphs shapechange at will. They can assume any shape that they can imagine, but are always glossy, slick, black and seamless. As a default, Negamorphs will assume a spherical form that hovers just above the surface of the dark, loathsome pools of sathlic-matter and other forms of proto-effluvia in their chosen caverns, though others, especially the immature specimens will slop and slosh around the various channels and shallow canals cut through-out the transterrestrial underworld realm of N'Kai by some unknown previous species. (Indexed Yaddithian databases hint that it might have been a splinter-group of Polyps who carved the various narrow, winding gouges in the artificially-flattened floors of this place, possibly for obscure religious observances or worse.)

They are immune to vacuum, hard-space, and can hibernate/go dormant for centuries. Their telekinetic levitation capability can be focused and used to travel through space at sub-luminal speeds, and it is also capable of being used to propel crude missile weapons at opponents, but they rarely need to resort to that sort of thing. All Negamorphs possess the knowledge and means to formulate a N'Kai Drive from within themselves, giving them personal-level starflight capability. But it is a demanding, dedicated effort to form a functional and internalized N'Kai Drive, and they can only attempt this highly intricate effort while focusing entirely and completely on just this one task for 1d6 months..

Spaceborne Negamorphs are violently opposed to Shoggoths and Polyps both, and they will attack either of these sorts of entities upon noticing them. No one is certain how Negamorphs sense or perceive anything as it has yet to be discovered and documented.

Negamorphs have explored the Sol system extensively, and have long-standing religio-political affiliation with various Tsathic entities.

It is alleged and suspected that the Negamorph originated on Kythamil / Kythanil, a double-planet orbiting Arcturus.

Negamorph
(Predatory Preformative Polymorphs)
No. Enc.: 1d2 (1d4)
Alignment: Chaotic
Movement: 120' (Psychic Levitation)
Armor Class: 5
Hit Dice: 8
Attacks: 1 (Extended Glob, Psychic Power or Spell)
Damage: 2d8 or see note
Save: L10
Morale: 10 (-8 penalty when confronted with Elder Sign Variant 1)
Hoard Class: n/a


Special: Natural Spell-Use at level equal to HD, Telepathy (range 100 miles) at will, Shapechange at will, Levitate at will, Telekinesis twice per day per HD, Form N'Kai Drive once per hundred years. Gain 1 random Psychic Power or spell per HD.



Mythos Source: Negamorphs were inspired by the Formless Spawn of Tsathoggua as mentioned in The Mound, a short story ghost-written by H. P. Lovecraft in 1929-30 based on a one-sentence premise by Zealia Bishop: "There is an Indian mound near here, which is haunted by a headless ghost. Sometimes it is a woman." HPL did NOT like Bishop's premise, so he went to town and drafted a nearly 30,000-word story that delivered quite a lot more than Zealia Bishop ever expected. You can read The Mound at the H. P. Lovecraft Archives. It was also serialized at the Space Westerns site. It remains one of our personal favorite Top Five Mythos Tales...and an essential source of inspiration for our Mythos Future projects. The Formless Spawn also appeared in Clark Ashton Smith's excellent The Tale of Satampra Zeiros in 1931, which you can read at The Eldritch Dark.

Friday, January 6, 2012

Tcho-Tchoids (Mythos Future)


The Tcho-Tchoids abandoned Earth to its bitter, black fate long ago, between the time when the oceans drank Singapore and the raving hybrid offspring of unnameable things arose to crush the world of humanity beneath hoof and horn. Once they were human, now only soldiers, they wage terrible wars in the desolate places beyond the fixed stars. For a price they will serve anyone...or anything.

It was the Tcho-Tchoids who Dhole-bombed Beta Cygnus III.


Mythos Source: The Tcho-Tchoids were inspired by an off-hand mention of the Tcho-Tchos in The Horror in the Museum, a short story ghost-written for Hazel Heald by H.P.Lovecraft in 1932. The story is included in the collection The Horror in the Museum and Other Revisions originally published by Arkham house in 1970. The Tcho-Tchos went on to be mentioned and even featured in a number of other stories and remain an intriguing blend of human and inhuman qualities that make them an interesting example of genetic transgression and posthumanism within the Mythos.

Tcho-Tchoids
(Abhuman Mercenary-Servitors to Dark Things)
No. Enc.: 1-4
Alignment: Chaotic
Movement: 120' (Passwall Ability, expert swimmers and divers)
Armor Class: 4
Hit Dice: 6
Attack(s): 1 (Weapons, Psychic Powers or Spells)
Damage: 2d4 or by Weapon, Power or Spell
Save: L8
Morale: 8


Special: 4 random Psychic Abilities or 4 levels as spell-caster. All Tcho-Tchoids have fungal-augments, synthegrafts or cyber implants (treat as 2 Physical Mutations, with 1d4 additional Physical Mutations per 3HD.


Equipment: Axolotl-Masks, Personal Resonator, Voidflesh Armor.


Tcho-Tchoid Gear
  • Axolotl Masks allow the wearer to breathe in most atmospheres including the extremely toxic, caustic or polluted worlds found along the Shattered Rim. These masks allow the wearer to use Water BreathingDetect Thoughts (ESP), and Detect Magic at will.
  • Personal Resonator allows the user to synchronize and interact with dimensional shamblers, various out-of-phase creatures, and a wide array of otherwise immaterial entities. (Wearer can use Detect InvisibilityDimension Portal, and Passwall by expending 1d4 hit points.)
  • Voidflesh Armor regenerates 1d4 hit points per hour, augments the wearer's physical attributes by +4, Extends wearer's perceptions to include Darkvision out to 360', and allows wearer to use Light (Continual),  LevitateProtection from Normal Missiles, and Fly at will.
Note: ALL Tcho-Tchoid special equipment is psychically bonded to the individual Tcho-Tchoid and will not willingly serve a non-Tcho-Tchoid without them first proving themselves by undergoing a rigorous series of rites including replacing many of their internal organs with synthetic implants, bonding with a cyber-totem and essentially becoming transformed into a Tcho-Tchoid, albeit one that will very likely never quite be fully accepted into the grim society of these fierce transhuman warriors.

Wednesday, November 30, 2011

Infectidrone (Fever Machine) [Mutant Future/Mythos Future]

Infectidrone (Fever-Machine)
No. Enc.: 1
Alignment: Chaos
Movement: 120'
Armor Class: 3
Hit Dice: 4*
Attacks: 3 (2 Claws, Toxin or Psychic)
Damage: 1d10/1d10, or Toxin, or Psychic
Save: L3
Morale: 12
Hoard Class: None

Basic MutationsAberrant Form (Yuggothic nanofungi), Neural Telepathy, 1 random additional mutation per Hit Die gained over the initial 4HD.

*Infectidrones gain +1 hit point per victim fully consumed. When they acquire one full hit die over their starting amount, they undergo either fission (becoming two half-powered drones), or mutate into a new model with 1d4 new randomly determined abilities, skills or mutations.
Psychic Attacks: One of the following, determined randomly
[Average WIL= 9-16 (D8+8 ]
  1. Mental Phantasm
  2. Mind Thrust
  3. Possession
  4. Vampiric Field

They do not sleep. Nor do they dream. They survive in vacuum or in a wide range of environments. The infectidrones continually mutate, evolve and refine their abilities, attacks and defenses over time and through exposure to new stimulus. Literally, anything that does not kill them makes them stronger, and even things that kill one might trigger an evolutionary adaptation in any survivors in close proximity.

Horrid, unspeakable amalgams of machine and fungus, their internal organs awash in bizarre viral solutions and genetic transembly sub-systems, the Infectidrones are autonomous weaponized vectors of pestilence made flesh and unleashed upon the populations of the Solar Possessions as a plague incarnate. A million-million plagues incarnate, really, as no two Infectidrones are ever exactly alike and they are continually adapting, evolving and growing into ever stranger, weirder and more horrific things as they accumulate experience, exposure and interaction.

Infectidrones are autonomous cyber-fungal automatons that spontaneously develop from cultures of Quickspores that have been seeded across the inner-reaches of various contested solar systems by the Yuggothians.

Each and every outbreak of Infectidrones quickly evolves into something unique that unleashes any number of radicalized fungal-plagues within closed ecosystems such as habitats, ships or bases.


Spore-Toxins
Range 50' and inflicts 2d10 damage plus one additional damage-effect as rolled from table below:
  1. Make Save or Infected with fever that allows the drone to control victim for 3 rounds (as per Parasitic Control).
  2. Inflicts Reduced Oxygen Efficiency mutation on victim.
  3. Causes Hyper-Hemophilia.
  4. Infiltrates victims inner systems and begins to grow a small nanoscale tumor that will hatch as a Quickspore in 1d100 years (even after death). This has no other obvious effect on the victim.
  5. Victim's skin dissolves into a sticky, wet mass that sloughs off and remains actively toxic for 5d20 years.
  6. Fever One: Victim must Save or loses 1 point of INT per hour, every hour, becoming increasingly irrational and delirious. Should they reach 0-INT they become mindless hot-hosts to ambulatory fungal colonies. If they make their Save 3 times in a row, the fever breaks and either goes dormant (80%) or is purged (10%), or will relapse after 4d20 turns (10%).
  7. Fever Two: Victim must make Save or lose 1d4 CON and their blood becomes infiltrated with spores, allowing them to breathe freely in spore-clouds, but also rendering them effectively demi-fungal and has a base 30% chance to be recognized as non-human by scanners, detectors, spells, mutations, etc.
  8. Fever Three: Victim's bones are converted into a brittle, waxy consistency making them exceptionally prone to limb-breakage. They now must make a Save or else take double damage (60%) or suffer a broken bone (40%) from all melee attacks.
  9. Fever Four: Victim's flesh is rapidly consumed and replaced with fungal tissues. Re-roll all physical stats as though a new character. Every time the new body sustains more than 4 points of damage and manages to heal (at double the previous rate), it gains 1d4 points to apply to the alien consciousness (INT, WIS and CHAR) growing deep within its cells. When/If the fungal body achieves enough of its own personality, it will begin to attempt to take over the character's mind...
  10. Fever Five: roll once on Gorgonmilk's Dungeonfunk Table.
  11. Save at -2 or suffocate within 2d6 turns from choking on rampantly expanding spore-pustules. Sometimes these spores dissolve easily in alcohol (50%), other times they dissolve in oil (40%) or vinegar (10%).
  12. Make Save or else fever results in spontaneous combustion of victim's flesh for an additional 4d10 damage within the next 2d4 turns.