Wednesday, February 29, 2012

WW I Era Mining & Engineering Mecha For Your Old School Post Apocalyptic Game







Engine: Mini Atomic Fusion Reactor 

Power/Fuel Source: Atomic Pellet Engine (300 year lifespan)

Body Style: Mecha Giant Bug , UnPaved Surfaces
Handling: Good, Dex +1 (+3 unpaved)
Frame: Basic, 50 HP
Structure: Sturdy, 5 AC
Modification Allotment: 1 Hardpoints Used For Extra Geo Sensor Suites 

Crew:2,500 men 
Addition Vehicles: Fully Stocked Ocean Liner  
Aeroplane Station on Thorax  - Aeroplane with 10,000 mile range fully fueled & ready to go
Communications: Complete Wireless Radio Station World Wide Communication 
Piloting Facilities: Director General's Office With Complete 20 man staff 
Assistant Director's Office On 200 yard Crane System. 23 Man Staff Full Sensor Suite For Observation 
33 mechanic crew  to service the Drill Assembly 
Fission Vibro Drill Combination 100 tons Of Material Mining & Processing A Day 
Dr. Luchy's Vision was not realized until after the apocalypse when resources were few & only the remotest parts of the world yielded the vast numbers of fuels, minerals, etc that were needed to put the world right. There are vast fleets of these steel, aluminum & composite behemoths moving across the face of the planet. They are even now reclaiming the burned out cities, the radioactive wastelands, & other areas. These mechanical monsters are crewed by only the very best men, mutants, & scientists that the world has to offer. 

Pirates & other scum who think that these are easy pickings are in for a surprise most often the outfits that run these beasts also have 1d30 X10 mercinaries on the pay roll as well in aeroplanes & scout areo piles 

 There are 3 of these mechanical monstrosities that are under the control of pirate lords who use them to not only raid reclaimed cities but to boost the economies of their own city states as well! There are those who claim that these monsters have been seen as far as the great unclaimed shores of Forgotten France & even Lost Russia! 
Other OSR Uses 
These mecha could show up in the annals of an inter dimensional campaign as those that have been talked about here or even a Post Apocalyptic Mars! The use of these on a space opera isn't out of the question as planets out in the Outer Rim of the Galaxy use low cost solutions to reclaiming lost resources. 
For a Labyrinth Lord or Crypts & Things game this mech provides a perfect fodder for something very different from the usual dragon's lair & its wrecked hide could provide the perfect topping for a mega dungeon! 
The Original Source 

The original source for this article was Io9 right Here with the following explanation 

Dr. Luchy, who has been collaborator with the Chevalier Pini, the inventor of astonishing machines for exploring the sea bottoms, asserts that if Captain Scott had been equipped with one of his mechanical mosquitoes he could have made his way to the South Pole within a few hours after leaving his base. He also claims that the machines will make impossible any repetition of the Scott tragedy, and will enable man to wrest from the Antarctic continent its mineral treasures without exposing their operators to the slightest danger [...]
Only small working models of the mechanical mosquitoes have as yet been made by the inventor, but these seem to be as practicable as the paper plans promised. A large working model forty feet high when the long, articulated legs are fully expended, is now in course of construction. In the body are the engines which, provide its motive power and the quarters for a crew of ten men.


I 'd like to thank IO9 for providing me with yet more fodder for my campaign!
However the original article from 1914 from a Utah newspaper goes into much, much greater detail! The article has a pdf function & I suggest you download it & read it! Its well worth it. Read it Here


A More Detailed Diagram of this mechanical monster can be seen Here

Tuesday, February 28, 2012

Tree Like City For Your Retro Future Rpg Campaign



A city of Epic proportions is visible here in this incredible illustrations from the April 1934 issue of Popular Science! These are awesome imagine the most incredible noir like city for a retro science fiction or post apocalyptic world! These are from the retro future blog Paleofuture. According to them 'The April, 1934 issue of Popular Science Monthly ran this illustration by B. G. Seielstad, which shows the city of the future as it was imagined by British writer R. H. Wilenski'
 These incredible towers would cast very long shadows indeed & who knows what dastardly deeds were committed in the dark side of them!
The article goes on to say:
Shaped like trees with slender trunks, homes and office buildings of the future may rise into pure air on pedestals of steel. Our artist presents here his conception of this startling proposal, made recently by R. H. Wilenski, noted British architect. The scheme leaves the ground level virtually unobstructed. Each building is supported upon a single, stalk-like shaft of steel or strong, light alloys, resting in turn upon a massive subterranean foundation. Modern advances in the design of high-speed elevators simplify the problems of transporting passengers between the buildings and the earth. Access from one building to another is provided by a system of suspension bridges, and stores and places of recreation contained in the building make it possible to dwell aloft for an indefinite time without needing to descend. Gigantic, luminous globes are placed at strategic points to light the aerial city by night, while by day the inhabitants enjoy the unfiltered sunshine and fresh air of their lofty nests.
 You can read the whole thing Here

 This would be a perfect operation for an old school game set in a Metropolis style world with strange steampunk criminals, weird cults, pulp like space craft, etc.


The Flesh Markets of Kavaguthiarob An Encounter For High Tech Mysticism & High Caliber Adventure

The Flesh Markets of Kavaguthiarob
There are planes where even the damned fear to go. Kavaguthiarob is one of those. No sane demon or devil will willingly step foot on it but they must for they are summoned by their insectoid masters. Kavagut are almost demonic themselves, an off shoot of a wandering band of planar demons that inter bred with the native insects. They work in stone & flesh equally. Their plane is one of sunshine & miracles of damned mixed with nightmares of the present.
They are master surgeons rivaling the Mi go for sheer variety of improvements that they offer their clients. Each of their cities isn't for themselves but for their clients who come across the oververse to partake of their 'miracles' 

Circles are made demons & devils are called & the cutting begins. The demons & devils slink back to their home dimensions to lick their wounds until called upon again.
The Miracles of The Kavagut

  1. Grafted demonic right arm, possessing increased strength. +3 to strength -3 to Charisma Subject to beserk & rage unless a saving throw is made when the power of the arm is called. 5000 gold & 3 weeks recovery time 
  2. Weaponized brain stem. Capable of emitting a highly destructive energy blast from face. Due to the nature of his mutation, he is deaf, blind and mute. A cybernetic faceplate is installed upon the user's features. 1d4 points of damage 60" range. -4 on charisma. Subject to melancholy & depression 60000 gold & 4 weeks recovery time 
  3. Blood Armored Form: Creates durable armor plating when his blood is exposed to oxygen. Does 2 points of damage to self. Armor Class is 5 but user is subject to odd growths on skin. - 2 to Charisma 30000 gold pieces &  2 weeks recovery time 
  4. Mind Control Antenna -  Subject  speaks backwards, creating a neural trap, allowing him to control those who hear her. Unless a saving throw is made. The subject may do this multiple times. +2 to charisma but the subject is lusty & a lech. 7000 gold & 8 weeks recovery time 
  5. Leech-like hands - Subject induces paralysis and drowsiness through contact with his leech-like hands unless a save vs poison is made ; can also "taste" those he holds between his hands. 50000 gold & a solid month of recovery time 
  6. Form Of The Crimson Bands - Generates impenetrable and immovable forcefield. The subject has 30 points of armor. Can't move & covered with un natural red ropy muscle growths. The subject may project his forcefields anywhere within a 60" radius. 20000 gold pieces & 6 weeks of recovery time as the grafts work their way in place of the subject's natural skin 
  7. Gelatinous form -  Subject is capable of engulfing opponents and inhibiting their Psionic powers unless a saving throw is made . The composition of his body means he is resistant to injury. All damage at a 3rd normal. 60000 gold & the subject has 8 weeks down time as the alchemy preparation replaces his natural form.
  8. Mini Me The subject becomes blue skinned, can create miniature duplicates from his blood cells. Each one has 3 hit points & is telepathically linked with his master the subject will take damage equal to the mini's hit points. The operation costs 50000 gold & has a 7 week down time 
  9. 20% Body Replacement -The subject possesses demonic and cybernetic body grafts. He becomes an adept tracker, capable of sensing and tasting ambient emotional pheromone.  He may find traps & detect magic. 70000 gold pieces & 2 months recovery time 
  10. Organic exhausts  Subject capable of generating thermo-chemical energy from organic exhausts on forearms. 1d4 points of damage 60" range. 50000 gold pieces one month recovery time 
    Kavagut client city the demon insects live in their great techno organic cities within the hills. They pass into the city through secret tunnels all over the client cities 

Prometheus Viral Trailer & OSR Thoughts



'Peter Weyland has been a magnet for controversy since he announced his intent to build the first convincingly humanoid robotic system by the end of the decade.
Whether challenging the ethical boundaries of medicine with nanotechnology or going toe to toe with the Vatican itself on the issue of gene-therapy sterilization, Sir Peter prides himself on his motto, “If we can, we must.” After a three year media blackout, Weyland has finally emerged to reveal where he’s heading next. Wherever that may be, we will most certainly want to follow'
   
  The new viral campaign for Prometheus is awesome! The epic speech, the man, the myth, the legend that is Peter Weyland.  So what can we learn here? The original is found Here
 

We've been talking about 'faustian corporations' Weyland fits the bill. They were willing do anything for the bottom line. Just listen to that speech. You get the idea that we're dealing with a case of  class 'A' megalomania!
These corporations exist not because of the bottom line but because they continue to exist even when the bottom line doesn't matter! 
 



These are these folks are willing to sacrifice whomever or whatever  for power. The real thing about each of these corporations is that they continue to function no matter the circumstances.
   

Each exists to claim worlds, each of which is going to be another Earth down the road.
This approach has been used again & again in role playing games.
 

 The 'evil' wizard willing to do anything has to start out some place. There are no retirement packages in these games. There's get the goods or end up as the latest experiment! 
Random Agendas For Faustian Corporations 1d10 


  1. We shall rule after the fall of humanity! The ends justify the means! 
  2. The human species will continue & we shall be in control! You are nothing but cogs in the wheels
  3. The true meaning of control is over the soul of the human animal & you are nothing but a blank canvas for our bio division to paint on! 
  4. Only you shall bear witness to the true power that you have given this corporation. Now sit back, relax, & let your betters handle this 
  5. The only true power in life is that which we give you! Now we shall pay you for your contribution to our great work! 
  6. Give us your soul & we shall give you the power! Take your place at our right hand 
  7. The only true power is the power of change. Give in to our agenda & see us change the world 
  8. Governments come & go. We are eternal, always eternal 
  9. Give us your soul & we will make you into a new species 
  10. The needs of the many outweigh the needs of the few! 




Gigerland An Encounter For High Tech Mysticism & High Caliber Adventure


The original work is found Here
Among the very undercurrent of the dreamstream is a place where no sane person ventures. A little piece of the human unconsciousness that rolls under a forbidden moon & has never seen the light of a proper sun. The winds howl like banshees & the periods of light & darkness are followed by the horrors of now. The very landscape rolls & changes according to the whims of a mad man .
There are treasures beyond human understanding & horror beyond anything a mortal mind can grasp!
 The world is buffed by howling astral winds & those who enter it will encounter a strange Earthlike atmosphere in some areas that seeps up from the ground. Others areas will have poisonous or no atmosphere at all. The place seems to have a malevolence about it. 

Gigerland Encounters 
File:Birth Machine.jpg

  1. Bio mechanical Babies - These human sized horrors will regard, wail, & free themselves from the landscape. These are 3 hit point creatures. They are quite strong & rip, tear, anything they get a hold of. They are not flesh as we know it but a bio mechanical material. They may absorb any material that is nearby converting it into their black, oily, flesh 
  2. Psycho Sexual Beasts - 3 hit points These nightmare beasts from some dark corner of the human soul are part scavenger, part human anatomy lesson, & part predator. They are pure scavengers. They will attack with needle sharp claws & an attitude. There is a 30% of those who receive wounds from these monsters will turn into one unless a save poison is made. 
  3. Dexterity check as the bio mechanical landscape rearranges itself into a more pleasing form for itself. This happens every 8 hours 
  4. 1d6 xeno Alien life forms explode from the grounds!  
  5. Femaloid rusty torso - 2 hit point screamer! This thing screams its blasphemous praises to the uncaring skies causing all within a 40" radius -2 on all rolls 
  6. 1 d6  Watch guardians 4 hit point creatures cluster around a bio mechaniod ruined factory complex. They will mindlessly attack anything around them with bio cannons for 1d8 points of damage. 
  7. Birth Machine Babies - These horrid 3 foot tall creatures, wail, gurgle, & speak forbidden secrets among themselves. They will not attack but will bare witness to anything passing their way. They will telepathically taunt anyone nearby. They are only 2 hit points but regenerate as trolls when blown apart mocking the attacker
  8. Bio mechanical Goddess - A strange pseudo sexual/ religious figure who seeks the worship of others but offers nothing but a mocking contempt. 
  9. Bio mechanical Tentacled Horror 4 hit points of whirling, stinging, ripping, tentacled horror. This thing slithers across the ground taking anything it can find. The tentacles spew acid for 1d3 points of damage, can operate independently. They can even grow into another horror within 8 hours with enough flesh & bone from which to pull sustenance
  10. Bio mechanical users - 3 hit points These are the 'inhabitants' of this world they are mixture of mechanic entity, plant, & other. They will go about their mysterious forbidden rites & ignore anyone around them. If attacked they will be destroyed only to reform as a troll within 16 hours later.   They will seek retribution as well against the attacker
    File:Giger gitarren.jpg
Fabulous Treasures 
As strange & weird as this world is it does offer some incredible treasures. These will be of interest to any lurker after the forbidden. They do however have strings attached to them as well.
  1. Body Horror Weaponry - These strange body harnesses of weaponry sink into the person's skin & will evolve to their heart's desire. They will however corrupt anyone using them. A mutation check must be made when first activating them. Continued use of these items will result in them becoming a  part of the person's anatomy. There are far worse things that the dungeon master is encouraged to come up with. The dungeon master can use their favorite system for these. 4000 gold 
  2. Bioroid pleasure unit - These non sexual looking beings will adapt to the needs of its owner. However they will have their own ideas of pleasure which will be very alien to the owner. They have the look of certain types of beetles & insects as well. These units have been known to convert owners to other units as well. 50000 gold 
  3. Bio Mechanical Material - This is the perfect material adaptable, reusable, & fully bio-mechanical. The material will reproduce within  1d6 days by creating 1d20 x100 pounds of itself. It will also use flesh, bone, hair, etc as well. 40 to 40000 gold depending upon amount brought back 
  4. Oval Mirror - This mirror is actually a dimensional space enclosed within a drop of bio mechanical structure. It shows the forbidden spaces between planes where other horrors from forgotten & alternative pasts dwell. These horrors can see through as well & even move through the mirror. 5000 gold 
  5. Bio Mechanical Matrix - This computer like structure is actually the alien brain of one of the bio goddesses from the dimensional reality. This device is one of the fastest problems solving matrices in the universe but it is also one of the most evil. The thing will drain 1 level per round when used. The thing will accept sacrifices however. This is a priceless item. Each one is unique & deadly. It will have 1d3 psionic powers 
  6. Creation Matrix -  This bio mechanical chamber may imbue 1d3 mutations into an organism. The chamber must be sunk into a rich soil. It will draw what it  needs from the air, water, etc around it but corrupt these areas with Bio mechanical material. 30000 gold 
  7. Bio mechanical Baby Wall -  This is a wall of the bio mechanical babies. Each one will hold a magic user spell within its mind that can be cast by anyone. These creatures are tuned to the winds of chaos & magic allowing them to feed from these forces. Anyone can cast these spells. There will be 1d20 spells held within their minds. Each time the spells are cast the creatures will be hungry. A sacrifice must be made or they will cry  as a banshee 60000 gold 
  8. Knighted Holder - These strange amalgamation of flesh, bone, bio mechanical apparatus   are used for the forbidden rites of what passes for religion on this plane. They will add +2 to those who use them. They will cause 1d3 mutations however within the user after 3 uses. 4000 gold 
  9. Xeno Egg 6000 gold 
  10. Giger's Guitar - A vile instrument that plays forbidden tunes to dead gods who can no longer hear them. These instruments will give those who use them +2 to all charisma rolls when dealing with demons, devils, & mythos creatures. The guitars will try to leave a bit of biomechanical material within a 1 hit point wound & slowly turn the user's arm into another instrument in 1d3 days unless a saving throw its made. 800 gold

This is obviously a fan work & not intended as a copyright challenge to any of the copyright holders. This is for entertainment purposes only. All items are the creation of the writer & his own warped imagination 

Monday, February 27, 2012

High Tech Mysticism & High Caliber Adventure Part 7 - The Warborgs For Carcosa



Alignment : Chaotic/Lawful 'Programming  dependent'
# Appearing 1-3 
AC: 7
HD:6
% In Lair : 29% 
Treasure : Nil/B (see below) 

Russian invented cyborgs made of slain soldiers, cybernetics, mutagenic flesh, and micro-robotic laced body cells designed to combat post-nuclear fallout effects during the Cold War of prior U.S.S.R. Operated as enforcers to select areas. Dominant combat weapons against SHIELD and Wisdom lead X-Force.


The Warborgs are a specialized weapons enclave created by Russian scientist Dr. Constantin Rancal, a genetecist and roboticist to the prior Soviet Union and a stalwart Russian nationalist. The Warborgs are oftenly regarded as Rawborgs in variant forms of close combat or espionage related assassination. Composed from micro-robotic cell forms derrived from devices taken by the defective U.S. spy cell CUCKOO and its director Dr. Niles Roman, the Soviets first attempted to weaponize the machine-flesh discovery with Meatspore Stormtroopers which proved to be a failure for lack of enabled control over the bio-weapon that had been later destroyed after its release from a Russian Science City by the Pete Wisdom lead X-Force.
Powers : 
Each Warborg has Hill Giant Strength 
All Energy Weapons do Half Damage Due To photo voltic bio coatings 
All Warborgs have an energy cannon that does 1d8 points of damage & has a 40" range. It may be fired 6 times each day 
Each warborg also has spines & anyone hit by them must make a save vs poison or submit to a very painful neotoxin poison that coats them. This must be done whenever some one enters melee with the borg. 
 The warborgs also have a limited form of mechanical telepathy that works within 10 miles of one another even if over 80 % of the monster is destroyed. 
A variation of the borg exists called a rawborg that may appear to be a normal human being until a mugentic change is activated then the creature will shred its human seaming. These borgs remain undetectable 80% of the time unless a detect science is cast 

Warborgs On Carcosa 

There are some 80 or so borgs on Carcosa & else where within the oververse due to cold war Soviet experiments in both teleportation & dimensional travel. These monsters have been seen in the employ of any number of wizards & mad psychopathic madmen. The borgs seem to have their own weird agenda & act as mercenaries for a number of weird horrific forces.  They may be encountered anywhere in the universe.
 The data gathering units of the rawborgs are quite valuable to a robomancer who are willing to pay quite a bit for them. Some of the materials of the borgs can be used in the manufacture of other robotic life forms . 

High Tech Mysticism & High Caliber Adventure Part 6 - Mantis & His Hordes For Carcosa

Alignment : Chaotic 
# Appearing: 1 
AC:8
Move:12/18 
HD:4-12 Variable depending upon how much energy he has absorbed
% in Lair:10% /on Apokolips 68% 
4th Level Fighter 
Treasures: H 
# Appearing With: 10 -100 2nd level Fighter aka Bugs 

Origin:
Mantis is the leader of a colony of humanoid insects that migrated from New Genesis, in return for his fealty Darkseid gifted him with great power. He typically spent time in a power pod recharging his energies but he could also absorb energies sent at him by an opponent such as Green Lantern. Mantis has at times served as Darkseid's lackey and, like many of the denizens of Apokolips, has occasionally risen up against his master.

Powers and abilities

Mantis is the second most powerful being on Apokolips, second to only Darkseid himself.[2]Mantis is an energy vampire who can project tremendous blasts of energy and absorb any form of energy or any power source,[2] including a power ring[3] or even the powers of a super being (as he did against the Martian Manhunter[4]). He can even absorb magic, and can turn any energy against an opponent.[5] Mantis can also teleport[6] and open up his own boom tubes[7] and he can charge matter with energy.[8] Mantis' energy powers enables him the ability to sense and detect energy, enabling him to even sense an opponent who is invisible.[5] He can even strike beings who are intangible with his energy blasts.[5]
Mantis possesses a "thermal touch" which enables him to generate heat and he can create "frigi-blocks" which traps opponents in ice.[9] Mantis' most dangerous power is his ability to generate antimatter. He can destroy anything he touches by creating anti-matter in the object that he touched.[2] Mantis can generate and build large amounts of cosmic energy through his power pod, which he keeps underground and heavily guarded.[2] If he uses too much energy up in a battle or becomes heavily injured he will flee to his power pod to recharge.
Alongside his vast energy manipulating abilities Mantis also possesses vast super strength, durability and stamina.[9] He also possesses super human speed, agility and reflexes and can fly.[2] Like all members of the Fourth World Mantis is immortal.


Mantis Powers
Carcosa 
All attacks do half damage & he regenerates as a troll. He may teleport without error 3 times per day & open a 'boom tube' to any dimensional location. He may sense or detect magic or technology as per the spell. 
Mantis may also detect invisible enemies  as well. He may also heat metal as per the druid spell & create  "frigi-blocks" as per the wand of ice magic item.
Three times per day Mantis may generate   antimatter. doing 1d8 points of damage in an object per round.
 He has strength as a hill giant & will readily engage in hand to hand with any enemies
Mantis can generate and build large amounts of cosmic energy through his power pod which if he is truly injured in combat he will teleport & retreat to. This pod will act as a cure light wounds spell each day allowing the cosmic demi god to repair himself.

Mantis On Carcosa
Mantis should be used with care by the Dungeon Master he's a 4th level fighter capable of tremendous violence against a party. If Darkseid has sent him to Carcosa or another planet then there is a damn good reason for him to be there!
Mantis would be sent after a very powerful artifact or object that the Lord of Darkness has lost! He'll be in the most heinous areas where monsters & objects beyond the ken of mere morals may challenge him!
If a party meets him this is definitely a case of 'Oh Sh*t Run'! Mantis will not ask or give quarter! He's a very nasty enemy who will remember slights against him!
The Mantis on Carcosa is a clone warrior created by Darkseid after the Infinity  man tore his heart out! This creature is prowling the ruins looking for the bits & pieces of the anti life equation! 
Mantis has set up a base within the ruins of the radioactive desert & sending out his bug warriors to recon the desert for rumors of the equation. He keeps well away from the Great Old Ones however. 
He has access to some of the highest levels of technology that Darkseid can give him.


Sunday, February 26, 2012

High Tech Mysticism & High Caliber Adventure Part 5- The Para Demons For Carcosa

Created by the Space God Darkseid these monsters are sent to overwhelm their targets! Found on the Hell planet  Apokolips. They are chosen from the most sociopathic and cruel residents before being given gliders and trained in combat.
Alignment: Chaotic 
#Appearing:3-12 
Ac:8
Move:9-24 
HD:3
% In Lair :29% 
Treasure:Nil (weaponry may be recovered 20% of the time)
Para Demons are often sent by Darkseid to various planets & dimensions for the subjugation or retreival of a piece of the anti life equitation. These monsters have been know to haunt the ruins of Carcosa for these very reasons. From time to time they have been snatched by the various space alien races for experimentation & mutation into other monsters. Some also have harvested the hormones used in their creation as an additional combat drug for some of the races of men on Carcosa. They will often be found with a wide variety of high tech energy weapons & missiles. Many of these will be of a highly experimental nature & have a 10% chance of randomly exploding during melee. There is a 5% chance that clerics may be able to turn a para demon flock due to the demon blood used in the monsters creation. Some para demons can  speak and seemed to have more than the rudimentary intelligence most Parademons possess. Many have been shown to enjoy being tortured by their  opponents.
More about these creatures can be found Here
Powers 
Typical abilities of a Parademon include heightened strength and a high tolerance for pain. Apokaliptian armor grants them the ability of flight.

The Red Para demons variety whose appearance greatly differs from the others. 
 
The original awesome artwork is found Here


High Tech Mysticism & High Caliber Adventure Part IV : Modok For Carcosa


This is my favorite version of Modok by far you can find it & the artist's other artwork Here
The Carcosa Modok  Deluxe  (acronym for Mobile Organism Designed Only for Killing) is actually a clone of the original  that has come to the planet to begin the process for creating another cosmic cube. It has about 200 A.I.M. followers with it at all times. This being is a 7th level psionic for determining his powers each day. The creature can telekinetic float 20" above the floor of its compound & move at 40" per round.
It is a god to its A.I.M. followers!  The monster has an interplanar battle station for itself & its d100 followers. Its up to the Dungeon Master where he wishes to place this abomination on the face of Carcosa or else where.
Number appearing :1 (1d10 A.I.M. minions at anytime)
Alignment: Chaotic 
Ac:6
Move:40" per round
HD:16
Special:
Regeneration as a troll
% in Lair :50% of the time 
Treasure :H
Powers 

According to wiki - George Tarleton is subjected to a mutagenic process that grants him superhuman intelligence, including a computer-like memory, the ability to scour and retain large databanks of information very quickly and solve abstract mathematical problems nearly instantaneously. He also has the ability to calculate the mathematical probability of any given event occurring; an ability so strong that it that borders on precognition. However, his creativity remains at average human level. As MODOK, the character also has psionic powers enabling him to mentally control both individuals and large groups, and generate force fields able to withstand minor nuclear explosions including up to 200 points of damage per round. Courtesy of AIM technology, MODOK wears a headband that enables him to focus his mental power into a devastating beam for 1d8 points of damage five times per day.
A side effect of the mutation was the growth of Tarleton's head to the point whereby his body can no longer support the weight, necessitating the use of an exoskeleton and hoverchair. The chair is equipped with a variety of weapons including missiles 1d6 damage 50 foot range lasers for 1d6 cutting & blasting damage up to an 80 foot radius. Occasionally, Tarleton had the use of a giant humanoid vehicle that was proportionally sized to his head. Tarleton's organs also wear out quickly, necessitating the use of harvested clones, whose organs are used to sustain him. Exceptionally healthy PC's might be subject to this fate.
As the leader of AIM, MODOK has advanced technology and a personal army at his disposal of more then 2 million individuals. You can read more about Modok Here

Note I've written the character up in ODD Carcosa terms for easy of use. This is a fan work/homage. In no way is this blog entry intended to violate the terms of the original holders of the copyright or trade mark of the character. The  artwork was used without permission & is no way meant to violate the wonderful work of

Giorgio Comolo

This blog post is for entertainment & educational purposes only.

High Tech Mysticism & High Caliber Adventure Part III

An A.I.M. assault group! 
There's one organization that has kicking butt & taking names since the 1960s in the Marvel universe (but why limit ourselves to the Marvel universe? More on this coming up) 
Why yes we are hiring? 








A.I. M. has been around since the 60s when it was created by Stan Lee & Jack Kirby. These guys would be the maddest mad scientists of all! With a distinctive bee keeper helmet they're the backers your group would possibly working for!
 For a high stakes dimensional hopping game they'd be the ones that would be pretty much on target for hiring mercs like Warheads & others of their ilk! According To Wiki : 'A.I.M. is an organization of brilliant scientists and their hirelings dedicated to the acquisition of power and the overthrow of all world governments by technological means. Its leadership traditionally consisted of the seven-member Board of Directors (formerly known as the Imperial Council) with a rotating chairperson. Under the Directors are various division supervisors, and under them are the technicians and salesmen/dealers.
The organization supplies arms and technology to various terrorist and subversive organizations both to foster a violent technological revolution and to make a profit. A.I.M. operatives are usually involved in research, development, manufacturing, and sales of high technology. Members of A.I.M. are required to at least have a Master's degree, if not a Ph.D, in some area of science, mathematics, or business.
A.I.M.'s reach is worldwide, including various front organizations such as Targo Corporation, International Data Integration and Control, and Cadenza Industries. A.I.M. has also operated under some other fronts including Koenig and Strey, Pacific Vista Laboratories, and Omnitech.
A.I.M. has had a number of bases of operations, including a nuclear submarine mobile in the Atlantic Ocean; a base in the Bronx, New York; Black Mesa, Colorado; West Caldwell, New Jersey; Asia, Canada, Europe, Haiti, India, Sudan and Boca Caliente (also known as AIM Island), an island republic in the Caribbean.' ' 
  A.I.M. has been involved in every dirty deal in the Marvel universe & some outside. You can read about them Here

Where should this take place? 
We're not restricted by such things as IP or some such nonsense when this is a PERSONAL CAMPAIGN! So my clear choose would actually be the Cross  Over Earths from 
The first official intercompany crossover of recent decades. The villains are Doctor Octopusand Lex Luthor.
This pretty much allows the field wide open for all kinds of adventures featuring 
The DC Universe is not, let us be honest, one that is famed particularly for international criminal/terrorist groups. Marvel Comics has HYDRA, AIM, the Hand, the Maggia, Roxxon, and of course all the splinter groups that come along with those big, important evil ones
Lesser ones include 
the 2000 Committee, ASP, the Assassination Bureau, the Battalion of Doom, Black Ops, Cell Six, The Council, H.I.V.E., The DMT, Eurocrime, Locus, Les Mille Yeux, MAZE, the Oblivion Front, Scorpio, Shadowspire, SPIDER, The Veil, VULTURE, and no less than threeseparate unrelated outfits known as the Network.
 So really your  part'y's chances of employment are pretty damn amazing at this point
                                                               So you can have this
                                                                                                        
 
& Their competition in the form of these guys! 

You can read more about the crossover Earth Here
Where to send the party?
Hmmm