Planet Psychon
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Planet Psychon A Strange New World by Chris Tamm 2013 All Artwork used property of original artists unless otherwise specifically A weird science fantasy role playing setting As used with Octopi & Elfmaids (EMO) DnD Rules A BX varient with NWP Part 1: Introduction What Started This World of Planet Psychon in brief WTF is really going on... Psychon Magic Psychon Gods Part 2: Sky & Sea d12 Base Colours on Psychon d50 Odd Sounds d100 Odd Scents/tastes Weird Wild Weather and Sky Phenomena d20 Cloud Activity d100 What is the cloud composed of? d20 EM Activity d1d6 Auroras Effects d100 Typical Strange Things In The Sky d100 Extraordinarily Strange Things In The Sky d100 Skyfalls Weird Water Ways d100 water features 100 water encounters d100 Islands and oceanic phenomena on Planet Psychon Part 3: A Strange Land Hexcrawling on Planet Psychon's glorious geography Planet Psychon: Day to Day Eschatology HEX Generation d12 Sacred Terrains of Psychon d3Temperature d10 Luminosity d100 Ruins Tech Level? d100 Who built these ruins d100 Vegetation d100 Finishing Weird Hex Content Part 4: Settlements d20 How homogenous is this community? d20 Size of community d20 Psychonian Racial Stock d100 How are they ruled? d1d6 aggression d100 Religion and magic Part 5: Characters Option One: Doomrakers Option Two: Lost & Damned Option Three: Zero level Start Character Classes Appearance d12 Random Psychonian skin colour d6 for Multiple coloured Psychonians d12 Hair d12 Height d12 Optional weird features Growing up Psychonian Starting for Natives: d100Starting as Psychonian Starting for Outsiders: d100 Ancient Stock Humans Optional Starts for party Start one: Starship Astra Start two: Rock and roll Mystery Tour Other Starts (or for new enemies) Languages on Psychon WP or NWP on Psychon Part 6: Equipment Starting Equipment Equipment Available 100 Armour d12 Light Armour d12 Medium Armour d12 Heavy Armour d12 Tech Armour d100 Melee Weapons d100 Ancient Melee Weapons d100 Missile Weapons d100 Ancient Missile Weapons d100 Grenades and explosives Instruments First Aid Part 7: Encounters d100 Science and Sorcery Encounters d100 Swords and Sorcery Mystery d100 Psychonian Weird Encounters Science Dungeon Zone d50 Planet Psychon Underworld Hazard d100 Science Dungeon Mystery d100 Science Dungeon Encounters Ancient Subworlds d100 Structures below ground d100 Whats wrong with this bunker? d1000 Encounters for subworlds d100 Humanoid in a pod 1d12 Weird Science Crossing Types d20 Weird Science Obstacles Part 8: Psychon Life Forms Everyday Creatures Rust Monsters on Psychon An example riding beast: Gamma Gobblers d100 Psychon Weird: Vegetation, fungi, Slimes, Moulds Part 9: Arcane Tech Loot 1d20 Random Psychonian magic metal type 1d20 Random Psychonian magic gem type 1d100 Science and Sorcery Loot d100 Science Loot Bards and Guitars from backyard of Mars d100 Magical Guitars Part 10: Sample Pregen Hexes Psychon Sample Hexes one: Jungle of Karthang Psychon Sample Hexes two: Dead God Swamp Psychon Sample Hexes three: the Charnel Swamp Psychon Sample Hexes four: Fire pits of Rham Psychon Sample Hexes five: Lakes of Peltash Psychon Sample Hexes six: Frozen Wastes Psychon Sample Hexes seven: Violet Woods Psychon Sample Hexes eight: Hidden Mountain Ain’t perfectamacated but usable version Thanks for all the readers of my blog and gamers who have supported me in many ways. This is the second version adding characters, gods and lots more stuff. Some originally from my 2nd ed Gammaworld campagn. Future Stuff: October – my Sydcon Module Space Gods and aliens Elder Gods and pre human horror Mutations and mutant characters class Beastmen character class Robots and synthetic characters class Spaceman characters class? Ancient character class? Organisations and other creeds of Psychon Psionics (as previous post here) 3rd Edition - I will do a flashier layout edition with Original Art 4th Edition - (2014Thinking of packaging into book as edition of my emo game (possibly simplified) as weird science fantasy source book so could run traditional post apocalypse, space opera and my version of long stairs. All those settings overlap with Psychon. Would consider re editing for less trademarked content and more original stuff as a big sourcebook. I retain ownership of original setting material and ideas of Planet Psychon Roger Dean Art only included as Illustration Elfmaids and Octopus Art on back belongs Christopher Tamm, by Michal Dutkiewicz 2013 Editing is my biggest bottleneck stopping me. Some legal gaming trademark advice or an edit to highlight trademarked content would help too. http://elfmaidsandoctopi.blogspot.com.au/ [email protected] Part One: Introduction What started all this? One problem of being Australian and liking fantasy in Australia is we have these myths from Europe and a landscape that is pretty much still alienated from white settlement. If I want a break from European fantasy, using local mythology doesn't sit well. Problem as this is history and religion to living people. Archaeology here really is grave robbing somebodies family. Also Aboriginal persons I know express a idea of ownership of their art and symbols far more serious than modern copyright. For some it makes you sick if you play with art falsely (government stole art used on money, paid a pittance after complaints). Some say meaning is secret and spoiled if spoken to outsiders. Anyway the film Fern Gulley is pretty awful having kinda white fairies in Australian bush. Beloved kids authors in Australia did same but might have a black fairy as a rival. Dreamtime is not a new age wonderland for white hippies, its scary. Anyway basically don’t want go there. European mythology gets caught up in nationalism at times and assigning stat mods for real races is an issue for me too. 1890s ideas of race influenced all modern fantasy and racism. Not in a good way. Making a really weird world with no cultural connections gets all that out the way. Novel Inspirations Clark Ashton smith was epitome of weird fantasy for me with Robert E Howard. Burroughs Mars novels also. Alien fantasy worlds have benefit of being totally original and no issues of confusion from earth. Jack Vance an influence too. Nightland by William hope Hodgson and Barefoot in the head by Aldiss and Lumley's lost world's. Moorcock's Hawkmoon including Granbrettan and scientists are cool too. He was a big influence on me when young. Especially his colourful worlds that reflect moods of heroes. 60's new wave SF a big influence with Norman Spinrad's Iron Dream an effective antidote for a previous generation of racial problems in SF and fantasy. Art Inspirations Adventure time a lil bit. Heavy Metal and panel van art all good. Bob Venosa, Roger Dean, Patrick Woodroffe, and Rodney Mathews probably the best visual ref for this. RPG Inspirations Tukemal a classic of genre also. Downside is inventing alien fauna and flora and language. Influence of this and weird science elements in DnD have increased in recent times. I’m tempted more and more by anomalous sub surface environment. Dungeon of signs blog has some good content like this too. I always said Gamma World was the DnD weird science source book and want some ideas from that - 2nd ed one of best games ever in my book. I never got into Dark Sun being a wizard player and survival gaming not my thing (everyone betrays you, tedious survivalist and criminal games) but some good ideas and a brave new world of fantasy. Spelljammer had some nice stuff but kinda put me off as silly in the day but now id probably play. I will say I was negativity inspired by Carcosa rpg. Psychon more upbeat, high key and surreal. Carcosa probably one of prettiest books in rpg publishing ever. Lots of stuff would fit in Psychon. World of Planet Psychon in brief Under heavenly auroras and the swirling coloured clouds, is a scarred ancient world of wonder. Ancient gods in the heavens and beneath the earth sometimes commune with humans and offer them aid and advice. The blasted world has canyons and craters and ancient metal and grey stone ruins with writing nobody can comprehend without magic or psionics or aid from the gods. Ancient weapons too are found beneath the ash heaps of old battles. The clouds and lights give men strange dreams and their different odours seem to change behaviour and moods over huge areas. In the monasteries and secret bunkers and dungeons some of the strange relics don’t make sense. Some of the magically encoded texts talk about an age nothing like the present and fails to fit in with conventional histories proposed by every city state. And even when shown these facts and mysteries many simply cannot comprehend the answers any more than read an ancient inscription. Common men of many lands come in many pigments, some hairless or fur covered, others short or tall. Dwarves (or Morlocks) are sub men who live in subterranean cities, often serving gods or ancient death machines in ruined sub cities. Eldren (or Eloi) appear to be chosen children of the gods and different breeds of these refined beings take on different qualities like the diabolic breeds having horns while the servants of light have halos, both develop wings when their powers are great. Halfmen (or Halfling or hobbit) are small humans bred to live in confined spaces, but live lives of pleasure and indulgence more like ancients than men of today. Beast men are animal hybrids and very common and often hostile to human kind. Some are allies or vassals of humans. Goblinoids are degenerate mutants hordes bread for war by evil gods and use Eldren DNA with human to create these brutes. Mongrel men and mutants crawl over the wastes and ruins, serving any master for food.