Thursday, November 27, 2025

The Eighth Weird Thing: The World of Blight

 The Eighth Weird Thing: The World of Blight

Written and used in White Star but adaptable to any suitably out-there scifi system! Presented here so they can compliment the prior entry on the Chilopteroids of Gleison.

49 Blight

Blight was noted for its singularly unimpressive post-apocalyptic primeworld, the original name of which was long ago lost in favor of the scout’s nickname of Blight. On Blight rests the remains of an unknown civilization bombed back to stone age in what appears to be a genocidal war; debris in orbit and on the three moons of the planet clearly indicate they had progressed into space and were colonizing their system when the extinct level warfare took place. Now, the survivors of Bight are a handful of desperate wastelanders competing for precious resources with a large mass of mutated flora and fauna, a byproduct of biogenetic engineering for warfare and mutations from bioweaponry.

Events at Blight:

1. There is a strange orbital station/ship that looks like a vast, mirrored lens or saucer around Blight. It is defended by automated snub fighters, but may be friendly with the right approach. The vessel is run by a chilopteroid called Chiron, a race of ancient  near-immortal vampire bat-men. Chiron has arrived here from his home planet of Gleison, ostensibly to study the plight of the people of Blight; he represents himself as a benevolent god to them, and sends them on missions to gather ancient relics which he claims he is studying to determine what happened to the planet. In truth, he is implanting the natives with a red organic crystal, which he uses to sap psychic energy from the natives, feeding himself and his chliopteroid clan, and allowing them to continue with their indefinite life span. He is also secretly trying to find the Stellar Librarian (see below) which he believes contains the secret to true immortality.

2. A star cruiser from the Segurandi Dominion called The Infallible and piloted by the star witch Kalabretta (Mystic level 3; S 11 D 17 C 10 I 12 W 14 CH 18; HP 9, HD 2; AC 13, Attack 1, Star Sword +1 attack, 1D6+4 damage; ST 12; Meditations: charm person, detect life, speed burst (gift); Mystic is in Between Star & Void, page 8). She has a dozen soldiers (WS page 80) in her service. She is investigating two issues: what the chilopteroids are up to (they are an enemy of the Segurandi Dominion and the witch queen in particular), and the recovery of a lost artifact: a Stellar Librarian. The Stellar Librarian is a holographic recording device that she believes is located in the ruins of one of the largest cities still standing on Blight, a haunted location which is overgrown with deadly flora and fauna. The Stellar Librarian may have been hidden here during the invasion of the Void Lords to save it from destruction, since the Void Lords tended to ignore already devastated systems. Kalabretta might be willing to hire the PCs to aid in its recovery, offering them 300 credits and the promise of an assist in the future if they need her help.

Bestiary of Blight:

Blight Natives are seven foot tall humanoids with insectoid features, four arms, and deep red and blue hues of “skin.” AC 13, HD 2, Move 12, Attacks 2, swords 1D6 or crossbows (1D6+1), ST 17, HDE 2/30; Special: most natives have odd random mutations, and all natives have all-around vision; surprise only 1 in 6 chance)

Gromics are 20-25 foot tall gorilla-like beings with wide, membranous wings. They actually have a limited form of telepathy which they use to gain lift and they then glide on the intense winds of Blight. AC 14, HD 6, Move 12 (15 fliying), Attacks 2, Fists 2D6+1 each or throw rocks (1D6), ST 13, HDE 6/400

Chilopteroids of Gleison are six to eight feet tall, and resemble humanoid bats. AC 13, HD 3, Move 15 or 18 fly; attack 1 (claw 1D4) or laser pistol (1D6+2), ST 16, HDE 3/60; chilopteroids can become invisible at will as per the meditation; a chilopteroid with its blood crystal receptor will regenerate 1 hit point per turn, and leaving a body around will let it come back to life eventually; only destroying the body will stop the regeneration.)

Spider-Hunters prowl the ruins of Blight, looking something like a furry mammal combined with an arachnid, the Spidere-Hunters were unleashed on Blight to hunt down Chilopteroid enemies and escaped slaves. They are larger than mastiffs and have a vile poison. AC 14, HD 4, Move 12 (climb 12), attacks 2, claw/pincers 1D6+2 each, plus poison (Save or suffer paralysis and take 1D6 damage/turn for 1D12 turns as guts liquefy); ST 15, HDE 4/120

The Stellar Librarian is a cosmic inter-dimensional sentient probe from another universe. It can be attacked but is made of matter from another dimension and can only be temporarily disrupted, reforming 1D12 hours later after HP reach zero. It can impart knowledge to those who desire it, releasing a small black globe which when absorbed requires a save; if the target fails, then the subject is cocooned and gains the abilities but begins to slowly transform into strange matter from another dimension (more on what this means soon!). Effects that can be granted include: gain a new skill (if using skill abilities), wild talent psionics (if using Psionics supplement), a meditation or even something more exotic at GM’s discretion. AC 18, HD 12, HP 42, Move 20 (levitation), attacks: none; the Stellar Librarian is pacifistic, but it can engage in a probe for 200 feet; targets must make a save, and on failure the Stellar Librarian knows all data on the subject; Chilopteroid nervous systems tied to blood stones are disrupted by this for 1D6 turns, and may affect unshielded cybernetics in the same way; ST 7; HDE 2,000

Zunathics are also other-dimensional energy beings, and are also made of a strange matter which fluctuates in an indeterminate matter/energy state. They can take any form (the one with the Stellar Librarian appears as a unicorn made of cosmic stardust….yes, that is right). Zunathics can absorb 50 points of energy damage before further damage disrupts their form; physical damage has no effect (but see below); if one is reduced to 0 HP it is disrupted and reforms 1D12 hours later. AC 19, HD 8, HP 28, Move 12 (18 running), Attacks 1, Particle Beam Horn 4D6 damage and make a save or take 2D6 damage for 1D4 additional rounds; ST 11; HDE 8/800


The Seventh Weird Thing: The Lost World Engineered by the Colony AI to Mirror Ancient Greek Myth

 The Seventh Weird Thing: The Lost Colony    

This can me adapted to other systems but I will present the write-up exactly as I wrote it for Cypher System a while back. This is an extension of my Orion Consortium Explorers plot I alluded to in the 1st Weird Thing. It is an homage to all those old Star Trek episodes where they find a planet ruled by some god, specifically that one where it was Apollo.

Cypher System Orion Exploration Services Plots:

Current Year by the Orion Calendar: year 3,321 following the age of heroes; two hundred years since the discovery of FTL technology and meeting the Recorders.

Episode One: The Lost Colony

A remote world called SKO339, 83 LY in to the Unknown Expanse, has been emitting an emergency beacon for several weeks. The beacon is on a universal Dominion Frequency, but Recorders have indicated the world is off-limits in their old Survey records. Survey info suggests the inhabitable mainworld may have Terran Empire artifacts present.

The System: A single star, main, with 4 gas giants and five inner worlds. Main planet SKO339-3 is 3.9BYO with a human-compatible atmosphere and ecosystem. 50% water on surface. Strong volcanic activity. A single moon (SKO339-1). Gravity is .92 Orion normal. Population: 35 million Terran divergents; likely a lost colony. TL late bronze-age

The planet Themyskos

The Basics: A low-tech world, lost colony, modeled after ancient Greece. The similarities are alarmingly suspicious, though the Orions do not know this. The world is 50/50 water and land, extremely habitable with a lush ecosystem.

In Orbit: 24 powerful ancient orbital satellites in place around the planet, equipped with matter conversion weaponry. The satellites are aggressive only if attacked. They use antimatter weapons and powerful defensive shields to protect the planet, and appear to be tied in to some sort of local network broadcasting on eleven-dimensional frequencies. In a single LaGrange point rests a derelict, mostly intact space station. Evidence of the remains of other old stations can be seen, but its all wreckage.

The Dead Station: There’s an ancient abandoned orbital station, clearly of Terran Imperial origin. The station is long dead and pock-marked with damage from collisions.

1.       Coupling the station’s computer to a power source reveals about 95% of its recordings, managed on quantum drives embedded in tungsten, have failed. What little is left appears to be a lengthy treatise on the ancient history of Lost Earth, primarily a full record of the archaic history of humanity. A valuable find!

2.       There is a single marker and small monument left by the Recorders indicating they visited, the date suggests they were here 1,000 years ago and the only information encoded in the marker states, “Archaic colony, Terran; revisit if warranted.” It is linked to an observer satellite but the observer satellite is missing from orbit.

3.       The station is haunted, by a half-dozen robotic drones of unknown alien origin, but they do appear quite ancient. They will activate if they sense life within 100m of their floating positions and seek to grab, encapsulate and begin to transform the host in 10 hours into a Hyperioth hunter-killer unit. The ESS Navigator’s records record a half-dozen other incidents with the relics of this unknown species called the Hyperioth.

4.       The remnants of a Terran ship are in a launch bay. It appears to be STL, an explorer class, and shows heavily modified…it was being used as a shuttle from space to ground and contains evidence that in the final days of the station they were scavenging and moving all they could, before the ship failed while docked. Two skeletons in space suits rest in the cockpit, the only corpses on the entire station. Their bones are so brittle from exposure to radiation and the vacuum that they crumble if touched.

Scanning the Planet: Evidence of a large (2 km) ship that crashed on the planet is visible from surveys in space. The ship created a swathe of destruction 30 km long that partially damaged a major settlement (the city of Spartus)

   All other scans confirm: no radio, no broadcasts, and locals appear to be in the late bronze age of technology. The Emergency beacon that the ship is seeking stands alone, and surprisingly is not coming from the wrecked ship; it’s coming from a religious temple on a high peak some 30 km from the location of the wreck!

The Landing Party: the explorer-class shuttle Nemescae is impulse drive only and has reactive camouflage on its hull to avoid detection. Captain Brial Thane will assign the team low tech equipment and clothing, and a set of protective equipment that is set to decay if outside of the radius of their biometric signature within 24 hours. The shuttle includes a full med-bay module in case there are wounded to be recovered. It is advised to investigate the crash first and then the source of the signal. A backstory about being foreign merchants is advised, or to call themselves “servants of the gods” if evidence becomes clear to the natives they have advanced tech.

A note on the Noninterference Rule: the Orion Commonwealth has adopted the Dominion rule of non-contact and non-interference with pre-spaceflight civilizations. Archaic worlds require careful handling and mitigating exposure to advanced technology. Attempting to uplift or exploit pre-spaceflight worlds is considered a high crime of both the Commonwealth and the Dominion.

Landing at the Crash Site:

The derelict is thoroughly wrecked, and appears to have crashed here about six weeks prior. The vessel is registered with the Dominion as a research vessel owned by a species called the Hellenathi. In the ruins the landing team can find:

1.       There are bodies in the wreckage, of human-like beings but with a light blue skin. These appear to be Hellenathi, and a deep medical scan reveals they are genetically divergent Terrans; may, like Orions and others, be part of a lost Terran colony that survived the collapse and recovered. The ship’s name translates to “Prospector One.”

2.       Every corpse appears to have died of either massive trauma due to the crash or massive trauma due to what appears to be a brutal attack. There are is biological material, including a shed 3-foot claw, left behind from the attacker, which shows a genetic makeup with a 5-pronged DNA helix that is completely alien.

3.       Inside the ship are dozens of cryostasis pods. The sip’s engine is a Warp-core, but very old; this thing takes years to move between worlds. There is a special section with extremely large pods; three are empty but one is damaged and contains the mummified corpse of a horrifying monster (the unknown entity locals are calling the Kerberos). It’s remains corroborate with the alien DNA found on the bodies.

4.       A few weapons can be found, but most of the weapons in the ship’s locker appear to be destroyed in the landing.

5.       The ship has evidence of a sentient AI but investigating reveals its core has been removed! A database is here, and can be downloaded; includes the ship’s universal language translator, which will let the ESS Navigator’s system begin translating the Hellenathi language.

6.       When the group lands, a cool voice communicates with them via broadcast, declaring itself the voice of Athena, goddess of Wisdom, and asks that the “starmen” assist in removing the debris and the other star beings to ensure that Athena’s people are kept safe. A really good sensor check to scan the source of Athena’s transmission (level 6) can reveal that it is bouncing off of the defense satellites and comes from an island some 100km in the bay.

7.       About 1,000m from the crashed remains a bunch of locals have set up a shrine and a cult seems to be present, but it is clear that the camp has been attacked several times. A man named Anakes says he has come to appease the devil with sacrifice, and the devil is Kerberos. He says the other two monsters have gone elsewhere, and the Hellenathi have gone to the mountain temple with the priests of Apollo, who offered them and their own “god” protection. The other two monsters, he says, are Empusa and Hydra. Hydra, he says, has gone to the coast where the city of Dremas lies. Empusa has gone inland, he says, to the Throne of Hephaistos, where the Hecatoncheires dwell. The group can identify this as a volcano about 75km inland.

8.       With the encampment is Alexios! He is the warrior come to slay the beasts. The oracle Athena speaks to him through a small metal owl, and tells him that he will aid the starmen henceforth, who are here to assist in destroying the beasts.

9.       Kerberos is a member of the alien Chimerics. These shape-changing beasts are consummate hunters who take on the forms and traits of those entities they can pull from the psyche of their victims. They physically change, and use their psionics to enhance their nightmarish appearance. The Kerberos chimera. The Navigator can analyze its complex DNA and determine that it is possible to “unravel” the being with a directed sonic attack, but that takes a Level 5 skill check to figure out.

Kerberos – Level 6 (30 Health), Alien Species (Chimerics); Hydra has 60 health; Empusa has 25 health

2 points armor; 3 points against simple kinetic attacks

Three Heads – can do up to three attacks (6 damage on a bite and Level 3 Might Defense check to resist being grabbed in the bite)

Serpent Coils – Kerberos is covered in snake-headed tentacles and a tail. Anyone adjacent to it must make a level 4 Speed Defense to avoid being bitten and poisoned; Level 4 Might Defense to resist poison or move down 1 on the wound track!

Weakness to Sonic Inability – Sonic Attacks of high decibel will cause the chimera to lose coherence; it’s form begins to falter and it turns into a serpentine goo, like a mess of interconnected worms or snakes. This happens immediately on a Level 6 Might Defense and takes 1 round to recover and reform. While in this state it is Level 3 for attack and defense, and can only attack with serpent coils.

Psionic Influence – any host target with an acute fear within 1km of the chimeric must make a level 6 Intellect Defense or those fears are realized and manifest as a psionic hallucination that imposes an inability on all actions for 1 minute; if there is a common “form” the chimeric can modify its body to look like that form (a general shape) until any who “believe” in that form are dead or more than 100km away.

Empusa and Hydra: The Empusa chimeric can change form at will but has a human woman’s form with a mechanical leg. She is traveling with a young local man named Aidesee, and goes to the volcano because they sense it holds the “forge” run by Athena.

   The hydra chimeric is the worst, and is on its way to find the Enclave of Athena to destroy it. It has 7 heads to attack with, and destroying one head by cutting it off causes two more to grow from the stump in one round. Fire will prevent this.

The Complication: if the group saves everyone from Kerberos, they learn from the cultists that three of the “voices of the new god, Spiros” with the blue skin, who call themselves Hellenathi, have gone to the Temple of Apollo. Anakes is more than grateful for their aid…he did not wish to sacrifice cultists to Kerberos to appease the beast.

Journey to the Temple: the group has a chance to see lush gardens, vineyards and farmsteads along the way, and if they have the record from the abandoned orbital station they can tell that this world was carefully modelled after the recordings of the “ancient brone age” quite carefully…suspiciously, in fact.

Roadside Encounters while traveling:

1.       Roadside bandits will mistake them for priests, merchant foreigners or pilgrims and try to shake them down.

2.       A festival is underway, and a new statue to the mystery god Spiros is being constructed. It looks like a large metal ball with an eye. The people claim Spiros ordered the statue made.

3.       On the way up the mountain a flight of seven harpies (l3) attack!

4.       A mass of pilgrims heading to the “Vessel of the gods” pass by.

The Temple of Apollo: three Hellenathi with blue skin are here, with the floating orb that is their AI system, called Spiros. Aaden, the leader, Quinos the warrior and Selense the healer and speaker seem to be happy to act as demigods. They are brandishing recovered tech, including projectile weapons.

   They have taken over the temple and demand worship of the new god. They claim the new god will be the only way to find salvation before the horrible monsters, sent to destroy those who do not believe. To the PCs they will try to convince them that they are actually in trouble from the monsters as well, and taking advantage of their “divine oracle” status to protect the core while waiting for help from their people.

   A few clues suggest not all is as it seems:

1.       If the group has researched the Hellenathi they know they use slow-STL ships that take years to journey between worlds.

2.       At some point if the group doesn’t do it then the ESS Navigator translates the emergency beacon message: its an invitation to come to this world, ready for the taking!

3.       The group realize the broadcast beacon is coming from Spiros. If the group approaches Spiros, they find out the AI willingly admits the message is to call other Hellenathi to the world. It indicates that the Hellenathi use Spiros to control the chmerics, and explain they enslaved the chimerics on their long voyage for use as soldiers. Spiros admits the chimerics have a weakness with sonic attacks.

4.       The priest of Apollo, Pythias, explains that the starmen and their new god are overwhelming, and that the being Spiros seems able to squelch Athena’s voice if it so desires. He has sent runners to other temples seeking help. He thinks Spiros is not a god, but a machine, like the ones “Denados in the city of Dremas along the coast has made under the divine inspiration of Hephaistos.”

Taking Action against the Hellenathi and Spiros: the group will find the Hellenathi a bit easy to deal with (level 3, health 9,  armed with rifles (6 damage) and personal defense shields Armor-3; Quinos is level 4 and health 12). Spiros is effectively defenseless (level 1) but has a powerful EMP burst that can scramble brainwaves for 100m around (level 7 or become stunned for one hour), and he can then jet out at a slow speed to escape (Spiros is basically a small drone). Spiros will be happy to help, though, but it’s slaved to Aaden. A hacking/computers check of level 6 can overcome the security protocols and free Spiros. Spiros will make sure they know that without the slave-bonding to the Hellenathi the chimerics are free to do as they wish, and they know that they are tasked with two goals: destroy the thing called Athena, and seize the Forge of Hephaistos.

   For the record, Spiros has spoken with Athena and realized Athena is a powerful, ancient AI. It will reveal as much if freed by the PCs.

The City of Dremas:

Notes: King Phydes is old and out of shape; Queen Elyta is friendly and helpful; General Cassios leads the forces to fight the hydra.

If the group arrives here its in time to see the hydra attack! Warriors are tossed about as it rips through, retreating beneath the bay waters if wounded enough to consider escape. It seeks the Isle of Athena, but is distressed to see that the signal appears to emerge from a location where no island is located!

The Isle of Athena: this island only appears if Athena wills it, rising from the sea floor out in the bay. The Isle is small and clearly artificial, with an ancient temple. An elevator in the temple can take a group to the ancient subterranean enclave of an ancient AI which dates back the fall of the Terran Empire, and she has been using the Forge to keep humanity alive on this world, trapped in the late-bronze age for all of this time. Her knowledge is based on the limited database of the ancient she has access to, and a lost programmer who directed her to keep humanity safe, and to never forget who they are….but all she knows who humanity is comes from the limited data she has on file!

   To this end, Athena has constructed quakes, revolts, withholding aid, oracular proclamations and any technique necessary to guarantee humanity never grows past its point of existence as the AI understands it. The Forge of Hephaistos is a relic of the lost colony, a functioning replicator system with automated mining. Other secondary AI are spread out at secondary sites, code named after the other gods, programmed to play their roles well. It is all an artificial construct, designed to keep the humanity of this world from ever advancing past the point where the record is vacant.

   The group may be tempted to illuminate Athena and expose her to the Origin Database, but they are at risk of triggering the AI to move its protocal to doing the same thing to the greater Orion civilization, seeking to subject it to a forced technological and social regression!

Possible Ally- Denados the Artificer: The man Denados is pushing the limit of what the ancient AI will allow. He is a forger and artificer in the city, one who has on occasion led pilgrimages to the Mountain of Hephaistos where gifts are given. But in secret he has learned to smelt iron and forge stronger weapons. He has devised a clockwork automaton which he keeps secret; he is aware the gods are covetous of his discoveries, as he sees it, and fear their retaliation; he worries, indeed, that the Hydra is here because of him!

   Denados is ally with Alexios, and forges a potent gladius for the warrior, made of bronze-coated iron, for him to use in his quest to destroy the monsters. He also forged the bronze owl of wisdom which accompanies Alexios, at the request of Athena when he was summoned to her temple. The form of the owl was forged by his hand, but its mechanical pieces within were enhanced by the will of Athena.

The Forge of Hephaistos: if the group visits this location first they will discover a vast underground complex tied to an impressive ancient Terran replicator factory guarded by immense robots (the hecatoncheires), administered by the AI Hephaistos. A huge geothermal engine draws power from the volcano and the planet’s core. Hephaistos will direct the group to speak with Athena, and threatens them with the robots (Level 8) if they refuse to comply. The empusa intends to sabotage the complex, however, and carries with her a nanovirus which will destroy the AI and leave room for the Hellenathi to program Spiros into the system. Empusa has her own designs, however….she intends to command the hecatoncheires to seek out and destroy her masters!

Resolving the Plot:

Optimal Resolution (5 XP):

--Group defeats the chimerics; Athena is safe; Alexios allowed to travel with them; Hellenathi stopped; Spiros freed; shipwreck purged/destroyed/recycled

Partial Resolution (4 XP):

--group does not defeat all the chimerics or Hellenathi, but does save Athena and maintain status-quo. Wreck may be destroyed, but key is that some equilibrium is maintained; may involve more deaths.

Rough Cut Ending (3 XP):

--group fails to adequately solve issue of chimerics, hellenathi and Spiros; Athena may not be safe at end of visit; wreck may not be destroyed. May have lightly violated the noninterference rule.

Disaster Ending (2 XP):

--Group aids Hellenathi, is responsible for destruction of Athena, liberates society and violates the noninterference rule in critical ways.

Renegade Resolution (+4 XP):

Group saves the planet, but figures out how to convince Athena to go “hands off” on the civilizations she is caretaking and to let them grow.

Edicts of the Exploration Services:

1.       Noninterference Rule – do not interfere with the natural course of development on pre-spacefaring civilizations; do not attempt to alter, exploit or otherwise influence their natural progression.

2.       Protection Rule – do not allow, or by omission of action allow to be harmed any sentient to come to harm, except when such harm is unavoidable and can lead to the catastrophic compromise of your vessel and crew if an attempt at action is taken. In situations of war always seek defense. Only the Directors of the Commonwealth can authorize wartime offensive action.

3.       Record and Preservation Rule – the discovery of our ancestors and the recovery of that lost information is of paramount importance. Do not overlook or omit an opportunity for discovery and preservation if the opportunity exists.

4.       First Contact Rule – when first contact presents itself, represent the Commonwealth with the greatest level of integrity and benevolence; avoid negative first impressions or a breakdown in communications whenever possible.

Tuesday, November 25, 2025

The Sixth Weird Thing: Chilopteroids

 

The Sixth Weird Thing: Chilopteroids of Gleison

This is OSR friendly! Originally part of a White Star campaign I ran. 

The Chilopteroids are six to eight feet tall, and resemble humanoid bats, with membranous glider-folds between body and limbs. They are native to a bleak, windswept world called Gleison, where they have spent ten thousand years slowly developing an elaborate society built on slavery. The chilopteroids developed space travel thousands of years ago, and initial slow FTL ships migrated chilopteroids to other colonies, most of which failed. In time they discovered transitional drives and their later ships migrated into the stars, but this time with a different intent: to conquer and enslave.

Today chilopteroids are a decadent society that harvests slaves from other civilizations and drains them of life force using a technology called blood crystals, organically grown crystalline devices that bond to their slaves and drain them of vital psychic energy, feeding it to the chilopteroid master, allowing him regenerative abilities and near-immortality. The predatory nature of the chilopteroids means that they favor pre-FTL societies, or civilizations with low tech in general, for they are usually ill equipped to deal with the “space vampires.”

Each chilopteroid is equipped with an impressive photosensitive epidermis which is adapted to perfectly mimic light sources around them; this allows them to defeat attempts to see them through a normal spectrum as if they had used the invisibility meditation, but it fails when they move at full speed (they can maintain it at half speed) or if they engage in sudden movement. The invisibility camouflage does not work well against motion detectors or infrared detection, and is utterly useless against extrasensory perception.

Despite their similarity to Terran bats, chilopteroids do not use sonar and actually have incredibly well-developed vision, which aids them in detecting their own kind when camouflaged.

Chilopteran Statistics:

Armor Class 8 [13]

Hit Dice 3 (11 hit points)

Total Hit Bonus +3

Attacks claws (1D4) or laser pistol (1D6+2)

Saving Throw 16

Special natural camouflage (limited invisibility); blood crystals

Movement 12 (15 flying; in 1G or lower only)

HDE 3/60

Blood crystal Implant: A chilopteroid with its blood crystal receptor will regenerate 1 hit point per turn, and leaving a body around will let it come back to life eventually; only destroying the body will stop the regeneration.

Chilopteroid Blood Crystals: these crystals have a “collector” type and a “receiver” type. They drain psychic energy, draining 1 point of INT and WIS per day to a target that fails a saving throw. When the target reaches 0 in either score it becomes brain dead and dies; the crystal has an emergency cutoff point, however; chilopteroids don't like to lose hosts. If a host is about to perish, the crystal will go dormant and allow the host time to recover (see below) before reactivating. Such hosts are in a deathly state described as "torpor," recovering 1 INT and WIS per day. When the host is healed, the crystal resumes draining.

During the draining cycle the target suffers madness and delusions, and develops a cult-like belief in the divinity of the chilopteroid or entity with the receiver crystal installed. The receiver crystal will regenerate 1 hit point of damage or remove one deadly condition per turn to the bearer so long as at least one collector crystal is in a living host. The chilopteroid will also be ageless and immortal. 

The crystals require a minor surgery to install but quickly bind to the nervous system. Removing one from a living host requires medical expertise and the target must have a saving throw or take 4D6 damage from the process. A target freed of the crystal can make a Save to recover, and on a success will recover 1 INT and 1 WIS per day until restored. If a natural 1 is rolled on the save then the target loses 1D4 of each, and could die if reduced to zero.

Other species have been able to use the blood crystals with mixed success; non-chilopteroids must make one save for each week that a receiver crystal is implanted, or develop debilitating, cancerous growths, as the crystal rejects the alien organism. This process causes a loss of 1D4 hit points per day until surgical removal of the crystal. 

 

Edit: I keep copying from DOCs I have nd discovring weird formatting/color issues. Hmmm.

The Fifth Weird Thing: The Machine World Fragment

 The Fifth Weird Thing: The Machine World    

This is a fragment for a Cypher System idea I had. Enjoy!

The Machine World Campaign

Premise: Carrageon the Machine World is a vast self-sustaining world ship, a vessel hundreds of kilometers in size traveling the vast distance at superluminal speeds between the stars. Carrageon was once an ancient ship developed to serve as a permanent waystation between worlds in a nascent expanding space colonization effort, but in the intervening years it lost its way, and now, ten thousand or more years later, has been drifting from world to world, its original purpose long forgotten.

Carrageon’s inhabitants dimly remember an age when the world ship served as a bridge between ancient human worlds, colonies as part of an expansive expanding human sphere of interest in the galaxy. They tell stories of how a great leader, the Captain called Mirathael, or possibly Michael, or occasionally even Michelle, led the ship away from human space in a final grand mission to the edge of the cosmos, on a journey of endless discovery. Some scholars, of the College of the Founders, have old records suggesting that Mirathael’s expedition was not scheduled, and was part of an unknown mutiny. Others suggest he protected the Machine World from a greater threat which had attacked the worlds of humanity, and point to the ever present danger of the Cybrids and their kind, who they believe could be the product of this unknown threat known only as the “Ultras.”

Carrageon got its name after a period known as the Long Dark. The stories say it was once called Icarus, but after the great exodus under Captain Mirathael, there was an extended period known as the Long Dark, so called because it is said that there was a period of time when the ship passed both through literal and metaphorical darkness. During this period, according to surviving records, the Cult of Mirathael rose after the leader’s death, and there was a period in which the Machine World entered a great and seemingly endless darkness as it made its way toward a solitary gliding light known as the Eye of the Goddess Andromeda.

During this period of darkness, civilizations rose and fell within the Machine World as different factions fought to control the world, and one by one they failed. Eventually even the technomagic of the ship began to fail, plunging whole regions of the ship into an eternal darkness. It was not until the ship’s arrival at the Eye of the Goddess that power was restored and the world awoke once more, thanks it seems to the beneficience of a Godmind called Exofar. Exofar, a name given to it by those scholars of the dark age who communicated with it, restored the functionality of the Machine World, and gave it an advanced intellect and personality, which was called Carrageon. It was from here that the Machine World gained its name.

Carrageon’s enahncements were so great that it developed new technologies and fostered a new population to replace the severely depleted humans on its ship through genetic reconstruction. It introduced new variants and as the ship proceeded once more to move on a course of discovery and exploration Carrageon found new species to join in its ranks. It had become a scientist in its own right. This lasted until the arrival of the Supernals.

The Supernals were enigmatic and inimically curious aliens from the outer darkness, and they coveted the power held within Carrageon and its denizens. They began to experiment on and kidnap citizens of the Machine World and seemed efficient at evading the intelligence of Carrageon. Eventually Carrageon, despite a directive to commit no violence or harm, instead granted such will to its human subjects so that they might protect themselves. And so was formed the first of the Machine World Armies, designed to hunt down and destroy foes of humanity.

This was all ten thousand years ago. Something happened in the intervening years, though the ancient records were carefully preserved by the Machinists of Carrageon. Records of more recent nature were lost, including the mystery called the Cataclysm. Exactly what the Cataclysm was remains unknown, but it is known that a swathe of the ship was badly damaged in an unknown event. Some scholars claim it was a collision with an object in space. Others claim sabotage by Supernals, or an attack by a hostile alien force. No one truly knows what happened, only that the results were devastating: Carrageon’s higher order functions ceased, and about twenty percent of the Machine World was utterly destroyed.

Monday, November 24, 2025

The Fourth Weird Thing: A Post-Apocalyptic Vignette

 The Fourth Weird Thing: A Post-Apocalyptic Vignette

From a Cypher System one-shot I ran!

The players see a distant shooting star that grows ominously large, and crashes somewhere nearby. On investigating, they find a starship, out of which emerges a cosmonaut who claims to have been part of an experiment to test a ship that could travel close to the speed of light. The cosmonaut’s ship left Earth orbit in 2070.

Cosmonaut: Eugevney Ilyetski (Level 4) speaks some English, closest to commonspeak.

Complication 1: the craft was equipped with very powerful weaponstech, including experimental laser weaponry and a fusion reactor engine. 

Complication 2: the ship lands in the Necropolis, a vast and contested ruined city which is thick with mutant abominations and radiation.

Complication 3: Eugevney offers up his ship's "3D printer" as a peace offering or to save his life, showing how it works....put material in, and out spits anything, including weaponry.

Threat one: Marauders led by The Dark and Mighty Razer are closing to seize the salvage. They have some "Jerries" cars.

Threat two: Abominations are being drawn to the ship's leaking radiation core. Also, the LEAKING RADIATION CORE!

Threat three: An abandoned military base that still functions in the mountains detected the crash and sent a Retrieval Wardrone to secure the prize. The wardrone is large, and will stop at nothing to secure the pilot and his tech.

Goal: Ilyetski will try to convince the group to save him, and explains he needs to get to the "retrieval zone," which his portable computer shows is seventy miles east, near the coast of the Desert Sea. He explains that, "his people" had a contingency for if his ship "deviated" from its timeline, a way to escape....but the device to do so should be at the indicated location, or so his computer detects.

Act II: the location,  at the edge of the desert sea, turns out to be the marker for an abandoned, beach nuclear sub from a lost Russia. The sub is overrun with zombies, but not until Ilyetski pops the hatch and they swarm out. 


The Third Weird Thing: Domain Space

 The Third Weird Thing: Domain Space    

Another write up from one of my Cypher System campaigns! FYI Cypher System by default lends itself to weird concept spaces really well.

Setting Concept: The Domain Universe Campaign

Premise

Earth has become a “game reserve” managed by aliens called the Recorders, who have maintained a special archaeo-construct created in the ruins of old earth, where they have been methodically attempting to reconstruct portions of the old world for their archaeological record. The Recorders are machine intelligences, who have taken to attempting to recover the memory of lost species, particularly biological species, which they have found evidence of throughout the galaxy. Their reasons for this are seemingly benign if unexplained, but it is suspected that they are attempting to decipher their own origins, seeking their creators. The Recorders call this experiment on earth the Incunabulum, after the old Latin meaning of “the cradle.”

The recorders appear to be “alive” in that they have biological functions of a sort, but they are in fact immortal synthetics made of complicated but ultimately simulated tissues. They use complex nanomachines to reconstruct lost sites, along with a process of “Temporal Reconstruction” using extradimensional physics to recapture portions of the past in elaborate, nearly complete simulations. The simulations will eventually deteriorate and fail, but until they do, they can learn a great deal by looking at an accurate snapshot of the past.

The Incunabulum on Earth is such an attempt, a reconstruction of Los Angeles in 2231, right when the Warp Drive was first created and tested. There is a theory among their kind that the manifestation of their species started with the manufacture of artificially intelligence space probes long ago, from a developing life form. They know Earth was successful, for a time, in advancing in to interstellar space as they have encountered hundreds of colonies which became isolated during a time now called the Cataclysm, when an unknown species or entities appear to have attacked and badly disrupted the sprawling commonwealth of humanity, rendering most of Earth’s colonies either extinct or regressed to the stone age. Worse yet, this appears to have been done to dozens of sprawling ancient interstellar civilizations, across nearly seventy million years of time. There is a suspicion that something eludes their detection in the galaxy and beyond, which deliberately seeks out and destroys Type II civilizations. The recorders feel it is only a matter of time before they are targeted, and seek to learn more of their own origins as well as clues to how to prevent this extinction from happening.

The Recorders are not the only current active species in the galaxy. There are dozens of other species, most pre-interstellar, which have been encountered. When a healthy species is discovered the Recorders intervene to assist the new species in understanding the risk of their interstellar development, and provide resources to work with the Recorders to advance into space at a slow and guarded pace. Some such species include:

Kellik – insectoid coleopteroids who are driven by intellectual curiosity and engineering skills

San – a race of polymorphic semi-liquid entities with low-gee adaptation

Dessur – a species of tall semi-humanoid warriors with seven eyes and heavy chitinous natural armor, who renounced war after nearly wiping themselves out in a system-level nuclear conflict

Pelladri – pale skinned humanoids who look similar to humans but are seven feet tall on average with mottled white and black skin, believed to have been a case of parallel convergent evolution, but their DNA is not even remotely similar to humans.

Orions – the strongest recovered human colonials, the Orions were approached by the Recorders and invite into the Interstellar Union. The Orion Confederation is aware that the Recorders seem to be unusually obsessed with the ruins of their civilizations of old, and the Orions independently are seeking their own answers as to how the Old Empire of Humanity fell.

Setup:

1. Character Generation is Tier 1 beginner, and any background listed for Modern, Historical or Hard SF setting options is permitted (Expanded Worlds and Core genre sections).

 

2. You can take equipment picks from any of those genres, too.

 

3. The setting default: Los Angeles, 2231, an era of expansion in to the solar system, hub of the Tether, a massive Space Elevator used for easy transportation of material resources to and from space, and colonial expansion has traveled throughout the solar system. You may or may not have left earth before, but all of you are currently in L.A. in the Tether District, a high tech area dedicated to the space program run by the United Coalition of Earth, the ruling "superbody" representing Earth interests among the larger space conglomerates. 

 

4. Though not well known, it is believed that the Coalition in conjunction with three Orbital interests have developed a working warp drive that would allow FTL travel. You might all be privvy to or involved in this research in some way, through the Bering Institute, an independent Research Group which is funded by multiple nations and corporate interests for a common good.

 

5. Aside from all of this, each of you knows and works with a cool sentient bioform AI, an artificial intelligence occupying a synthetic body grown in a vat who calls himself Recorder. Recorder is ostensibly here to observe your work on the monumental new Warp Drive project or associated jobs.

 

Initial Scenario

The PCs are working in the simulation known as the Incunabula when an odd person with a thick and unplaceable accent named Alana Cord approaches one or more of them with questions about who they are and what they do. It seems like an espionage issue, but when Recorder seems to take an unusual interest in her she departs quickly. Before she goes, she slips an information drive to one of the players and tells them “The key is in the data. And the key will set you free.”

Unknown to the players, Alana Cord is an agent of the Orion Survey Group, the OSG being the organization which is attempting to reconstruct the pieces of the old Human Empire, and to map it out as they do. Many questions are unanswered and the OSG seeks to find those answers, including:

--How much time has passed since the Collapse? On Orion it is believed that the collapse happened twenty seven thousand years ago, and it took this long for humanity to recover fully.

--What or who caused the collapse? Did the Recorders have anything to do with it?

--Why does the collapse target interstellar civilizations?

--How many other human colonies have recovered, or remain waiting to be found? Why have the Recorders been so reticent to discuss what they have found?

The Thumb Drive

Alana Cord, if no intervention is forthcoming, will seem to disappear, but if they PCs investigate the thumb drive they find a wealth of strange information:

--She explains to them that they are living in a complex simulation operated by a combination of temporal mechanisms and nanotechnology

--She explains that the Recorders are not utility and assistance droids but are the actual machine controllers masterminding this recreation

--She explains that the PCs are genuine recreations, ghosts pulled from the “shadows of time” captured by the temporal mechanisms, bodies sustained by nanotechnology, but that they cannot exist for long outside of the simulation, and the Recorders could decide to turn the simulation off at any time.

--To survive outside the simulation, she tells them her vessel is located beyond the westernmost approach along the security wall in sector C118, and provides the access code. She says there are medical pods which will offer permanency to the forms of the “simulants” that the PCs are, but they have to get through the wall, first. She says her ally, Syphon, can help….”seek the water.” Syphon is a San, one of many who have also questioned what the Recorders tell them.

Survival

The simulation that runs is a combination of extracted temporal data and nanotech rendering physical the ghosts of the past. The process “recreates” a precise simulation of an ancient time period, but the Recorders cannot actively manipulate the data without risking a deterioration and failing of the simulation. However, with the intervention of the OSG agents, a certain amount of deterioration is beginning, which in turn tips off the Recorders that their experiment may need a reboot.

Temporal arcs are a form of dimensional warping caused by manipulation of the fundamental vacuum energy known as Dark Energy in some circles. This allows for the utilization of otherwise quantum or collapsed dimensions to impact and even warp time as well as space in strange ways. The stabilization mechanisms in the Incunabulum keep Ancient Los Angeles stable, but leaving the field causes a deterioration, as does any major deviance from what came before; the past is only  as stable as its behavior in the present, and so no simulation can run for more than a few decades before experiencing total collapse due to the build-up of quantum variance over time.

In this case, the destabilization causes horrific moments when the temporal field falters, causing terrifying field distortions that rip apart the previously stable environment and people in gruesome ways before the “ghosting” that created the simulations evaporates, leaving behind simulated “meat” from the nanomaterial underlying the physicality of the recreation.

Worse yet, once the Recorders realize the recreation is destabilizing, they will (humanely, from their perspective) shut the simulation down, leading to an escalating “brown out” of the environment followed by monstrous recycling machines entering the now dead site to begin collecting and reconstituting the nanomaterial for re-use.

Encounters

1.       Group is doing its work for the Bering Institute when Alana Colt approaches them, asks to meet in private

2.       Group either meets or grows suspicious…encounter plays out

3.       Alan flees but gets drive to PCs before doing so.

4.       PCs decrypt drive and find bizarre information on it. May investigate C118 and meet Essuary.

5.       Further investigation means they are “off script” from temporal ghosting and strange things start to happen.

6.       Destabilization event….people and things are coming apart; future history flashes forward; the grim end of the human race places out in accelerated time

7.       Each PC finds themselves touched, warped, in ways unexpected, as their nanomaterial and temporal fix begins to waver

8.       The recyclers arrive and begin trying to recycle all!

9.       Group arrives at the C118 wall and the fountain where the San named Essuary aids them in a quick escape to the scout ship

10.   The group arrives, and the medical bays stabilize their forms, then “write” their temporal shadows on to their physical bodies, making them permanent. They are now all living beings made of biosynthetic material.

11.   Outside, they see the real world for the first time: a blasted land of the dead, with primitive scavengers, mutant monsters and a sprawl of ancient relics from an age undreamed of that collapsed thousands of years after the era they come from.

12.   Essuary asks them to help free Alana Colt, who has been taken to a Recorder prison in the Yellow Fields, where they maintain their observation base, the infamous Glass Tower.

13.   Afterwards, he promises, questions as they learn about the Orion Survey Group and the mission of mankind’s first restored colony, as well as the mysteries of the fallen empire.

Alien Species in the Domain Universe

The Recorders (level 3 average; Level 5 Enforcer; Level 7 Abstractor)

Health 9 (recorder); 25 (enforcer); 70 (abstractor)

Damage by level; melee generated weapons, ranged lasers or projectiles grown from body

Special: can repair damage done to their forms over time, at the rate of 1 health/hour. Must be destroyed or take damage equal to negative health or will be restored.

Synthetic lifeforms, the Recorders appear to be an evolving form of synthetic life created from an unknown source, operating a vast network they call The Domain. Their bioforms are clearly engineered, and it is not impossible they originate from a transgenic society which migrated from bioflesh to augmented “sleeves” long ago. Their mental capacity is immense but they seem to be “locked” AI, which is to say they have been engineered to serve as general purpose AI and not develop in to ASI attributes, though many feel that the undisclosed “homeworld” of the Recorders may be dominated by such an advanced artificial intelligence.

The humanoid body pattern appears to be a default and has led many to suspect they are patterned after humans, including possibly the Recorders, who seek out evidence of their origins on human colonized lost worlds.

Kellik (Level 2; warriors are level 4)

Special: 1 point of natural armor, primary claws deal 4 damage. +4 to might pool. Inability in situations related to independent or solitary thought processes.

The insectoid coleopteroids who are driven by intellectual curiosity and engineering skills are an early ally of the Recorders, and regarded as untrustworthy by many. Their tendency toward hive minded groupthink makes them hard to predict, oddly. They have been allied with the Recorders for a thousand years, and maintain a very low “warp” footprint to lower detection risk. The kellk are convinced a species of “civilization killers” exist out there.

San (Level 1-7 depending on size)

Special: This is a race of polymorphic semi-liquid entities with low-gravity adaptation that makes them easily maneuver in space. A San  maneuvering in low or zero gravity makes rolls eased when engaged in zero gee stunts and movement. San gain +4 to Speed pool, but have an inability when in normal or high gravity environments with any strength related tasks.

The San are closely allied with the Orions and have long suspected the Recorders as being inimical to their own existence. They are blob-like polymorphs, capable of taking their boneless- single-muscled body that is not unlike a free-flowing mass of fluid and shaping into almost anything they want. Their adaptation is due to their incredibly low gee moon homeworld around the gas giant in Eti Orionis.

Dessur (level 4 normal, level 6 warriors)

Special: 2 points of armor, exceptional eyesight (asset)

The Dessur are a species of tall semi-humanoid, reptile-like warriors with seven eyes and heavy chitinous natural armor, who renounced war after nearly wiping themselves out in a system-level nuclear conflict. The Recorders are regarded by many dessur as saviors to their kind, bringing wisdom and illumination in the wake of their own near destruction. Unlike other races, they regard the Recorders as kindly and helpful rather than suspicious and controlling, and feel that the evidence of a catastrophe across the galaxy is proof that war leads to self-destruction. Their species as a whole has forcibly adapted to a pacifistic way of life, which has been enhanced by genetic modification to reduce their biological predilection for conflict.

Pelladri (level 2-4)

The Pelladri are pale skinned humanoids who look similar to humans but are seven feet tall on average with mottled white and black skin, believed to have been a case of parallel convergent evolution, but their DNA is not even remotely similar to humans. Unlike humans Pelladri seem to have developed two brains with distinct separate cognition, and appear to maintain as a natural state separate personalities and “minds” within their collective heads. The notion is difficult for unaugmented humans to follow, but seems exceedingly natural to the Pelladri, who find the notion of “one voice” anathema.

Like humans the Pelladri are often suspicious of the Recorders, but many of their kind have willingly gone into service to the synthetics, with the notion that their machine intelligence is ultimately superior to biological intelligence. This obsession with machine perfection is unusually typical of pelladri belief.

The Severed Sector: Lost Terran Space

 

Earth and the Sol System reside in a region identified by the Recorders as “Sector X77367-11219” but which Orion Survey Group has named the Severed Sector, chiefly for two reasons: the first is that discovery of this region was by accident; it is one of seven “black zones” omitted from the Recorder Star Charts shared with the Orion Confederation and discovered by the OSG by accident. Second is that the Severed Sector includes a 27 LY long anomaly in the form of a bright, eerie multi-hued nebula that appears to be a gaseous emission created by an unknown stellar object that cut through the region, possibly the result of a massive gamma ray burst that effectively vaporized multiple star systems and left an immense nebular debris cloud in its wake.

 

In the last three years that the OSG has been surveying, they have taken to calling it “Lost Terran Space” as evidence mounts that a human civilization which may be the genetic root of the Orions can be found here. Only within the discoveries of the most recent OSR to stumble across the unnamed world KLX227-11219 has direct evidence been found that it is possible that the Terran Homeworld from which all Orions may be descended been found.

 

Earth, as home of the Terrans, may be about 130,000 years dead now, and there is evidence that sometime around 127,000 years ago the Terrans still ruled a galactic empire which spanned half the galaxy. Overnight (literally by some accounts) the Terrans went from a dominant galactic force to almost extinct. Only a handful of worlds retained human life, and of those even fewer thrived and rebuilt as the Orions did, though it took them nearly 130,000 years to recover from the disaster that befell humankind.

 

Severed Sector includes approximately fifty charted worlds that show evidence of former habitation, be it indigenous or through colonization. Of these, at least a dozen have earthlike worlds (or “Rigellian” as the Orions put it), making them targets for the surveyors. These worlds include three names, as follows: the name identified in recovered Terran records; the survey title provided by the Recorder Stellar Astrographic Maps; and the Orion Survey Group Name Designation. These include:

 

Cadeos “Homestar” (Sol System; KLX227-11219)

Acetos “Archer” (Tau Ceti; KLX223-11219)

Geminos “Siblings” (Alpha Centauri, Proxima Centauri B; KLX229-11219) – earthlike, terraformed, major constructs in orbit (relics of a Dyson Sphere project, prehuman)

Paridos “Dark Star” (Ross 128b; XLK351-11219)

Ominar “Bright Light” (Wolf 1061c XLK399-11219)

Scarpus “Scorpion” (Gliese 682; XLK443-11219) – small red dwarf, earthlike world

Terminos A, B and C “The Shadows” (82 G. Eridani b, c and d; XLK541-11219) – 3 earthlike worlds in goldilocks zone

Pathros “Dense” (HD 85512 b; XLK492-11219) – dense, earthlike, 1.4 G, terraformed

Derem “Twins” (Gliese 180 A and B; XLK923-11219) – twin worlds, both habitable, higher gravity but terraformed

 

Planets with extensive evidence of habitation but no Earth-like (Regellian) habitats:

 

KLX942-11219 (Barnard’s Star) – ice world super earth

KLX878-11219 (Gliese 876d) – earthlike, but a core of a denser gas giant stripped of atmosphere

KLX553-11219 (Gliese 832c) – hot, Venusian

KLX559-11219 (Gliese 581e) – dense, small hot world in close orbit, like Io

KLX843-11219 (HD 219134 b) – hot, 1.85 gravity, dense rocky planet

 

 

 

 

 

 

Sunday, November 23, 2025

The Second Weird Thing: A Plot where a Mad Surgeon Preys on the Unhinged

The Second Weird Thing: An Evil Surgeon Preys on the Unhinged!

Suitable for Call of Cthulhu, Savage Worlds Horror, Cypher System  Stay Alive, GURPS Horror or any other horror-themed system of your choice!

Inspired by the Graphic Novel "Invasive" from Oni Press

A simple premise! A surgeon who is either intrinsically evil or driven by a morbid obsession spun from some tragedy or horrific experience in his or her own life. The surgeon has formed a vile cult focused on the morbid obsession with either performing surgery or being surgically modified. They may or may not have a religious theme; none is needed, though a Mythos cult that is surgically altering itself in the hopes of becoming physically closer to the cosmic horrors they worship is entirely feasible.

Victims have been cropping up, and the heroes are a medley of private detectives hired to help where cops have failed, or maybe family members horrified at the inability of authorities to solve the cases of their loved ones' assaults, leading to terrible deformities caused by the illegal surgical procedures. In the graphic novel which inspired this one protagonist was the surgeon mother of a daughter who was obsessed with being altered through surgery and fell in to the wrong crowd; she pairs up with an ex-detective who was so affected by the cases and his inability to solve them that he lost his job, but continues to pursue the matter,.

The cult of the surgeon operates out of an abandoned hospital. They maintain close watch on their victims, as they are not done with them. The cult has big goals, which could include (1D6): 1-discovering immortality; 2-mind-body brain transfers; 3-appeasing a cosmic horror; 4-working for aliens who are harvesting organs and using humans to do their dirty work; 5-the surgeon actually is a cosmic horror and this is part of his maddening, unknowable scheme (ex: in Call of Cthulhu he could be a pawn of or actually an agent of the Mi Go); 6-it's the worst case scenario, and the entire operation is sanctioned by the secret society manipulating the world behind the scenes!

The investigators might find info out on the cult through researching victims, though most victims are incapable of communicating or don't remember anything except maybe in dreams. They may discover help groups for people suffering from a desire to subject themselves to surgery. They could look in to noted surgeons convicted of wrongdoing who may now practice unlicensed. 

Ultimately this could lead to a showdown at the abandoned hospital where a horde of surgically modified mutants with unwavering loyalty to the evil surgeon await.....

Saturday, November 22, 2025

The First Weird Thing: A Plot Where the Party Discovers Earth

 I finally figured it out! My 12 Weird things will focus on 12 weird plots that can be used in the RPG of your choice. This first one is suitable for scifi in your prefered flavor and system:

Weird Plot One: The Party of Galactic Explorers Land on a Strange World - But it's Really Earth

So here's the premise, ripped straight from Planet of the Apes: the party belongs to an expedition which is surveying new star systems and looking for habitable worlds. They are part of an alliance of star systems united under a common galactic rulership, the Orion Consortium, so named for its center of power in the Orion Star Cluster. Their starship is a competent vessel with the resources (shuttles) to land on suitable planets. They have just discovered an inhabitable world with ideal gravity for Orions to dwell on.

Investigating the planet they discover that the world has traces of ancient, vast ruins that appear to have been abandoned tens of thousands of years ago. The curious thing is that no direct evidence can be found as to what catastrophe led to the sudden abandonment of this ancient civilization. Even more impressive, the planet's current sentient civilization has risen from the ashes of what came so long ago, and the strange aliens, a species which is (1D6: 1-cephalopodic, 2-canine, 3-ursine, 4-feline, 5-evolved birds, 6-completely alien) potentially a lesser species which appears to have been genetically evolved and now thrives in the absence of its creators. They are either indifferent or either outright hostile to the explorers. Indeed, with some time and effort the explorers may win some trust, or may research the ruins independently, only to discover that the surviving graven images of the ancient extinct species look exactly like the Orion explorers! The ancient records, once transcribed by the explorers' AI system reveal that they called themselves humans and the world was called Earth.... 

Mysteries to Solve:

Is the lost civilization evidence that there is a lost age of space exploration among the Orions? Are the Orions descended from these Humans?

Are the current ruling sapient species descended from genetically uplifted animals, or are they the survivors of a species that conquered and defeated Earth?

Is there evidence of extrasolar activity elsewhere in this solar system that can piece together the mystery? Relic space stations in orbit or on the Moon?

Is it possible there is an even greater threat lurking in the darkness of the system, waiting for evidence of visitation, causing the ancient enemy to awaken and respond to the appearance of another spacefaring civlization?

 

Monday, November 10, 2025

BRP Creatures drops November 12th!!!

 How do I keep missing these things? Why does Chaosium stealth drop news of BRP on their blog and nowhere else? The same thing happened with the BRP GM Screen, the first I heard of it was a listing on the Noble Knight game store. 

Anyway, here's the blog post I found from Chaosium after seeing the preorder appear (once again) on Noble Knight. 

Predator Badlands Review

Predator Badlands

It was probably an inevitable evolution of the Predator franchise that it would morph into a quixotic buddy adventure quest, taking it a surprisingly far distance from its origins as an action horror from the eighties where macho men find themselves helpless (at first) before an unstoppable alien. This formula changed very little for most of the Predator films, until Badlands arrived: here now we have the Predator as a macho underdog, and the sympathetic hero of our tale, paired with a medley of allies that are not out of sorts for a fantasy adventure in other circumstances. 

I'll preface my review with a warning: I saw it in a ScreenX theater, which is a "270 degree wrap-around panoramic view of the movie with extra footage shot to fill in the left and right sides of the screen." The reality was a square theater in which a sometimes cool but more often skewed image was projected on the left and right walls, leading to a constantly annoying, distracting and occasionally disorienting mess. Despite what I felt like was a borderline unwatchable experience (without prompting both my wife and my 13 year old son also criticized the experience so it wasn't just me) the movie was a genuinely entertaining experience, a constant thrill ride of one action sequence after another wrapped in a suitably basic tale, as is befitting of a Predator movie. Indeed, if you try to get too fancy with a Predator film's plot you end up with trainwrecks like the 2018 "The Predator" film or the AvP films. This one kept it nice and simple.

Dek is the protagonist of our adventure, a yautja (predator species) runt of the litter who has been nurtured by his older brother against the wishes of his father, who in fact expected his older brother to cull him from the clan entirely. When his father finds out Dek is still alive, he orders Dek's brother to kill him, but he refuses, and dies defending Dek, who gets a chance to escape. Dek, still being a Predator in logic, decides to seek out the greatest beast known, one which he knows even his father could not defeat: the legendary Kalisk, located on an insanely dangerous planet that reminded me a bit of the Harry Harrison Deathworld novels.

On the planet, Dek discovers the wrecked torso of a Weyland-Yutani synthetic named Thia. Thia is badly damaged and missing legs. She is also part of a pair of synths woking for The Company, the empathetic one who is built to understand animal behaviors. She convinces Dek to rescue her from the nest of an aerial predator that has dumped her and take her along, admitting The Company sent an entire team on synths to the planet specifically to find and capture the very same creature Dek is hunting, the Kalisk.

Thia and Dek have multiple encounters with various deadly predators on the planet, which has a steroid-driven ecosystem designed to eat pretty much everything it can. Along the way they pick up a curious little mongrel of a creature that proves surprisingly loyal and helpful, much to Dek's dismay, who is so deeply engrained with yautja tradition that the idea of relying on others is anathema to his mindset. He has to label Thia a "tool" for him to accept her help! This runs contrary to lessons learned from his dead brother, of course, and plays into Dek's transformation over time; being a protector is a thing that exists in yautja culture, but its hidden away....kindness or protective behavior in their society is frowned upon like alternative lifestyles were in the 1950s, one might say.

Eventually this conflict escalates, as Dek discovers Thia's synth companion is not as nice as her, and the Company's army of synths are just as dangerous as the Kalisk, which it turns out has immense value for biomedicine. This conflict culminates in the kind of showdown we are used to in a Predator film, but instead of it being Dutch or Harrigan or Naru coming up with a brilliant scheme to defeat an overwhelmingly dangerous Predator, it is instead Dek, a predator runt, overcoming a Weyland-Yutani army. Great stuff!

This movie reinvents the Predator films as not merely being an action-horror-scifi mashup with a human protagonist and a predator villain, but into a sort of quest/adventure film about an unlikely mishmash of survivors who must learn to cooperate to get things done. It also effectively blends the universe of Alien and Predator in the most definitive way possible, asserting that the Predators are part of this bigger universe which can function just fine without always having an alien xenomorph show up to wreck the party. It ends on a lovely cliffhanger, too. I really hope it does well enough for a sequel. Solid A, and definitely in the top three of my favorite Predator films behind the original film and Predator 2.