Friday, December 13, 2019

OSR: Hags

They were good once.  Virtuous, noble, beautiful even.  And powerful.  Her skills and talents were once in a decade, once in a century.  She became the talk of the community and likely served them well with her spells and knowledge.
But along the way, something went wrong.  Like the Half-Ghoul who steals life, a bite at a time, she did something bad.  She took that first bite, took the first sip of that terrible wine.  Perhaps she felt there was no other way, or it was an accident.  Yet she was blamed for it, accused of a horrible deed.  Or maybe she wasn't.  Maybe she was able to cover up her deed.  Or maybe, her situation was desperate, so no one thought it was unjustifiable.

But just as the Half-Ghoul goes from eating the dead, to the Undead, to the living, slowly sacrificing more of himself to his appetite, she does the same.  One compromise, one secret sin, the worsening of circumstances, it leads to another.  What was only to be done once e, or in the most desperate of times, slowly becomes more familiar to her.  It's a long, patient road she walks, but regardless, it leads to the same place.

Eventually, all pretense is shorn away.  Either her crimes become known, or her actions unjustifiable, or she simply comes to it no longer useful, she flees or is driven out.  And there, beyond the reach of Law and Justice, she broods and waits.  And as the years pass, as she grows older and and stranger, she changes.  Tired muscles that should have withered grow wiry and misshapen and surging with unnatural vitality.  Wrinkled skin turns tough as leather armor; while fingernails that used to crack and break easily now grow long and hard, sharp enough to open a man from neck to navel.  And her once noted magical abilities flower into something fearsome indeed.  This is the story of how a helper becomes a horror, and how a good maintained past its natural duration can fester into a malignant evil.  This is the tale of the Hag.

                                                       source unknown

Mode of Being:

Hags are foul creatures, twisted by years of living in unrepentant sin, consorting with Dark Powers and other vile practices.  They are wicked, hating what is good and watching the suffering of others with glee.  It is these small cruelties that usually drive a Hag.  Hags can be motivated by things like money and power, but just as often, they succumb to more petty vices.  A Hag is just as often motivated by a desire for revenge against those who wronged her in the past, or if that person is dead or unavailable, merely someone who resembles the original target.

Hags also love to strike bargains, offering their power or knowledge, for a price.  But these bargains are wretched and Faustian, usually causing as many problems as they cause.  In fact, that is one of a Hag's favorite things to do: offer a solution that replaces a current problem with a larher one.  The other thing Hags love to do is to cause a problem,  such as poisoning the well to cause illness, then when the locals come to her,  offer a gruesome solution that will be just as painful.

Black Sororities:


Hags keep tabs on and maintain contact with each other.  All Hags know who all the other Hags near them, if there are any.  As such, if one Hag ends up in trouble, she will often retreat to one of these other Hags and ask for their help.  If the other Hag is feeling generous (unlikely) or feels that helping might benefit her plans, she will help.  Of course, Hags have little love for each other and find as much enjoyment in watching one of their own fall as any other. 

That being said, if a Hag is killed without the permission, tacit or otherwise, of any Hags connected to her, such as within a Coven or a Master-servant relationship, the superior Hag will have to try and take revenge, or otherwise be thought of as weak.

A note on Covens: these are alliances between Hags on a semi-permanent basis, usually composed of 3 Hags, though larger ones can exist.  Not for very long though, as once more than three Hags are involved in a social situation, cliques form and the various members start scheming about how to destroy the others.  That happens in a Coven, of course, but usually limiting it to three members limits the amount of back-stabbing to an absolute minimum. 

Foul Magicks:

Hags possess natural magical abilities, but they also possess knowledge of rituals.  These rituals can be done by anyone who knows how, though a Hag is unlikely to give out this information to anyone, unless that person were as corrupt as them or the Hag felt it would benefit her.  These rituals can be performed by one Hag, but are more effective as part of a Coven.  As the Referee determines, a Hag may know one or more of these rituals. 

What can Grannie do for thee?
1d6

1- Foretelling.  Hags can peer into the future and receive omens of what is to be.
2- Scrying.  Hags can spy on unwarded creatures from far away.
3- Birth Changeling.  Hags can sacrifice a child and create a new creature that resembles it perfectly, but has an inhuman soul.
4- Alter Weather.  Hags love to conjure storms or cause droughts.  One Hag can only alter the weather for short periods or in a local area, but a Coven can do truly terrifying things with this ritual.
5- Create Poison.  Can be applied to a piece of food, mixed into water to cause disease or sprinkled on fields to blight crops.
6- Alter Form.  Hags can create smoke that mutates those who are surrounded by it.  They can also use this ritual to transform someone into a beast, ala Princess in the Frog.

Types of Hag:

                                           by berserkerart

Sea:

Perhaps these foul specimens began their lives under the sea, themselves originally belonging to some aquatic race, before undergoing the same slow transformation as their land-dwelling "sisters".  Or perhaps they were originally land dwellers themselves, before striking bargains with some horrible creature from beneath the waves.  Or maybe the Sea Hag's mother was not actually wedded to a handsome sailor taken by the sea, but instead was taken by the sea herselfin another, more intimate way.  Regardless of her origin, Sea Hags are horrific in appearance, covered in scales and corded with muscle beneath, a wet fringe of tangled hair resembling limp seaweed dangling from her head, in some grotesque parody of a woman's flowing locks.

Sea Hags are aware of how they look to people and most of them despise the fact that they are not beautiful.  As such, they seek to corrupt beauty wherever they find it, whether that beauty be contained in an object, custom or person.  Sea Hags are also the most direct of all Hags, as they are the youngest when they complete their transformation, so they still bear the passions, as well as the follies, of youth.  As such, compared to other Hags, a Sea Hag's manipulations are childish and simple. 

This is not something the Sea Hags care about though.  They tend to scorn their "aunts" and "grandmothers", as they address other Hags, usually in mocking tones.  They claim to be creatures of action, while other Hags tend too much time nursing their grudges and plotting, while Sea Hags actually do things.  Of course, if a Sea Hag ends up in trouble, she will often end up retreating to one of these other Hags for aid and protection, if she is not part of a Coven.   

Sea Hags dwell in places of ill repute next to the sea, though due to their unsophisticated nature, most of them reject the trappings of civilization.  An abandoned cave along a rocky shore or a rotting shipwreck perched on a faraway sandbar is good enough for her.  For servants, Sea Hags recruit the ruffians of land and sea, bringing aboard Lobstermen and Crablings to guard her subsurface holdings, while strong-arming pirates and scavengers to keep an eye out for things above water.  Most of these creatures who end up serving a Sea Hag do so because fighting her is a losing proposition, or simply because the arrangement is mutually beneficial.  A pirate crew with a Sea Hag at their backs is much stronger than one without, and that goes triple for a Sea Hag Coven.  For this reason, captains of pirate crews and leaders of underwater raiders are often willing to partner with Sea Hags.  The leaders entertain the notion that they are intimidated by the Sea Hag's power and obey her out of fear.  In reality, of course is that while Sea Hags are powerful, they are not as strong as they claim.  One of them can only do so much damage.  As such, the officers are usually wary of Sea Hags, but aren't (that) scared of them. 

This is just another piece of evidence to prove the fact that officers are dumb, and should listen to their NCOs more often, especially when their NCOs are telling them that teaming up with the horrifying fish-woman with magical powers is an idea that can only end badly.

Additionally, Sea Hags are known to raise hostile sea life to protect their lairs, raising or taming such creatures as giant octopi, enormous crabs, Lobstrosities, poisonous sea snakes, large sting-rays, saltwater crocodiles or dolphins.

                                                       from The Witcher 3, source

Statblock:  

Sea Hag
HD 3  AC 14  Atk Claws (+3, 1d6+2/1d6+2) or Death Glare
Mor Stand and fight on a 13 or less    Saves 9 or less is a success

Horrific Appearance: A Sea Hag's true form is shocking and disturbing to behold.  When you first see a Sea Hag or when you see her drop a Player Character or hireling to zero HP, you must save.  On a failure, you become frightened of the Hag and take 1d6 WIL damage for every round you spend fighting the Hag.  If this WIL damage ever equals or exceeds a creature's WIL score, that creature must flee and gains the Conviction, "I wil never fight that Sea Hag ever again."

Death Glare: As an action, a Sea Hag may glare at a creature, exerting psychic force on it.  This attack only works if the creature can see and notices the Sea Hag.  If the Sea Hag is observing from a concealed position, it automatically fails.  The creature, if it was not frightened by the Sea Hag, takes 1d8 psychic damage from this attack, no save.  If the creature was frightened of the Sea Hag, the creature must save or drop to zero FS (Fighting Spirit).

Illusory Appearance: As an action, a Sea Hag may create an illusion over itself to alter its appearance.  However, whatever it transforms into will be ugly still, though it won't be supernaturally repulsive, like the Sea Hag's true form.  The Sea Hag may dispel this illusion as a free action.

Amphibious: Sea Hags can breathe air as easily as they breathe water.

Powerful Swimmer: Sea Hags can swim faster than any land-dwelling creature.

Tactics:
- Try to lure into water, if they follow, grapple and drown them
- Ambush and frighten
- Use Death Glare on frightened creatures, then rip them to shreds

Sea Hag Coven:


All Sea Hags within the Coven gain the following ability:

Coven Casting: When the Coven is together, all the members of the Coven gain access to a pool of Spellcasting dice that they can use to cast spells with.  Any member may access this pool, but these spellcasting dice are otherwise normal, burning out on a "5" or "6" and returning after a long rest.  The Coven can also, upon casting a spell, imbue an object with their magical power.  If they choose to do this, when the object is used, the spell is released.  For example, a cask of wine would be imbued with the spell Curse, so the first person who drank it was cursed. 

A Sea Hag Coven has 6 spellcasting dice and gains access to the following spells: Curse, Liquefy, Monsterize, Steel Intangibility, Tentacle Swarm, Vagina Dentata.

Sea Hag plot hooks:
1d4

1- The Duke's daughter has been kidnapped!  On the way to her wedding, the young Annette Manders', daughter of Duke Manders' was kidnapped by fishmen, led by a terrible seaweed Queen!  The girls male bodyguard and driver were killed, but her handmaid was found later, naked and scarred, her face marred by horrible cuts, the other attractive parts her body similarly damaged.  Rescue her, please, before worse happens to her!
2- A homely woman shows up at a noble or rich man's house, preferrably when he isn't home, and starts asking where he is, as she has born him a son.  This woman will make a fuss until she is asked to provide proof, to which she will promise to show you.  She will take you down to the shore and show you the enormous, half-human, half-sea monster baby that this woman apparently gave birth to. 
3- An important man or woman in town, a real pillar of the community, apparently molested and killed a child in an act of hideous violence.  There is extensive proof, but the accused swears that they did not do it. 
4- You see a group of robed people about to toss a baby into the sea or a similarly large body of water.  If this sacrifice is stopped, a Sea Hag will emerge from beneath the waters to extract her payment in other ways.

                                             by albe75

Green:

Green Hags are the overseers of tangled, overgrown forests, misty moors, salty fens or miserable bogs.  They dwell amid corruption and filth, happily tending herbs useful for magic and poisonous flowers amidst de facto graveyards.  They even seem to revel in this fact, going out of their way to put on an air of false joviality, always trying to look on the bright side, but in the most insincere way possible.  They make pots of skulls and plant flowers in them, or tapestries of flayed skin to decorate the walls.

Green Hags are master manipulators, cloaking their true identities and intentions behind layers of deception.  They use their illusion powers to their full extent, making sure to spread confusion and alarm wherever they go.  An example Green Hag deception might go like this; the Green Hag disguises itself as a concerned citizen and tells the players that she suspects that a shrine worker has been engaged in illict behavior.  Then, she will travel to the shrine worker's residence. ambush and kill him, then hide the body.  Once the party arrives there, tell them she knows nothing about illict behavior and be very cooperative.  Then, use the shrine worker's body and frame one of the player character's for murder.  Then the Green Hag will retreat to watch the seeds of Chaos that she has sown germinate.

Sometimes a Green Hag will deceive as part of a grand plan, but just as often, deception it an end onto itself.  The Green Hag just wants people to doubt and be afraid.  She wants people to be unable to trust, as she finds herself unable to do that.  She resents the bonds of trust and love that people share and is secretly envious of those people, though she would never admit this to anyone, even herself.  So the Green Hag goes out of her way to damage those relationships through lies and deceit. 

Green Hags themselves usually see people as divided into two categories: those who trust, ie the weak and foolish, who are free to be exploited; and the wise, who do not trust and instead base all transactions on power.  If you are one of the former, the Green Hag will exploit and deceive you.  If you are one of the latter, the Green Hag might try to recruit you into one of her schemes.

For lairs, Green Hags will make their homes in caves, isolated cottages, dank grottos or underground burrows, either dug by the Green Hag herslef or more likely, by her servants.  For servants, Green Hags recruit brutish men, becoming a surrogate mother to them, telling gruesome stories and feeding them porridge.  She will also do the same for foreign barbarians or bands made of members belonging to the Savage Races.  Additionally they sometimes recruit lesser Folk who are more interested in bloodshed than ideology as well as other beasts that love muck and filth, such as Otyughs, Ogres and Ettercaps.  They also love vermin, particularly larger versions of that, taming and training giant spiders, dog-sized wasps and Stirges.  This isn't all though- a Green Hag can tame almost any animal, given enough time, so her pets and servants are only truly limited by what is available near her home.  Hopefully there are no giant snakes or panthers near her.

                                                       by LindaB

Statblock:
Green Hag
HD 4  AC 15  Atk Claws (+4, 1d6+3/1d6+3)
Mor Stand and fight on 15 or less  Saves 10 or less is a success

Spellcasting: Green Hags have 3 spellcasting dice and 3 spells prepared.  Her spellcasting dice burn out on a 5 or 6.  The spells she has prepared are Fogbank, Illusion and Light.

Chaos: If a Green Hag casts a spell with 2 or more spellcasting dice, she has a 2-in-6 chance of invoking Chaos.  If she does invoke Chaos, roll on the table below.

Chaos of the Green Hag
1d6

1- One random creature starts coughing.  He loses his next action as he pukes up 1d6 snails, 1d4 snakes and 1d3 dog tails.
2- A skull suddenly appears and starts whispering.  Only one of the player characters can hear it.
3- A random animal nearby swells like a balloon, before exploding into a shower of gore.
4- The ground for 30' around the Hag transforms into a patch of peat bog.
5- A dense, foul-smelling fog rolls in and fills the area around the Hag for 100'.  Visibility drops to nothing, you can see 10' in front of you and no more.
6- Everyone within 50' of the Hag must save, including the Hag.  Those that fail their save lose their action and spend it cackling, howling with laughter at an unsaid joke. 

Illusory Appearance: As an action, a Green Hag may create an illusion over herself to alter her appearance.  The illusory disguise must be of the Hag's general size and shape, being a Medium creature.  Additionally, the illusion fails to stand up to physical inspection- if the Hag is disguised as a maiden and you touch her hand, you will not feel the soft skin of a young woman, but the rawhide flesh and sharp claws of a Hag.  The Green Hag may dispel this illusion as a free action.

Mimicry: Green Hags can mimic the sounds of creatures they have heard, including the roars of beasts or the voices of others they have heard.  You can only tell these sounds are the product of mimicry by an appropriate DC or saving throw.

Invisible Passage: As an action, a Green Hag may turn herself invisible.  She remains invisible until she makes an attack or casts a spell.  Additionally, Green Hags are skilled at sneaking around, so they leave no trace of their presence, unless they fail a DC appropriate stealth check.  DCs are Referee's Discretion, examples being 5 for leaving no trace on a hard-packed dirt road and a 20 for deep snow.

Amphibious: Green Hags can breathe water as well as they can air.

Tactics:
- Divide enemies, lure into hazards
- Sneak up invisibly
- Ambush, then retreat

Green Hag Coven:


All Green Hags within the Coven gain the following ability:

Coven Casting: When the Coven is together, all the members of the Coven gain access to a pool of Spellcasting dice that they can use to cast spells with.  Any member may access this pool, but these spellcasting dice are otherwise normal, burning out on a "5" or "6" and returning after a long rest.  The Coven can also, upon casting a spell, imbue an object with their magical power.  If they choose to do this, when the object is used, the spell is released.  For example, a cask of wine would be imbued with the spell Curse, so the first person who drank it was cursed. 

A Green Hag Coven has 9 spellcasting dice and gains access to the following spells: Acid Rain, A small Death, Bad Taste in their mouth, Curse, Gamma Infusion, Meshi Meshi Meshi Meshi Meshi Meshi Ora!, Steal, Summon Plague, Venomous Fluid.

Green Hag plot hooks:
1d4

1- A young man is accused of forcing himself on and stabbing a maiden to death.  He denies it and claims he was seduced, after which she tried to kill him.  The maiden's body, if investigated, doesn't seem to be suffering any stab wounds.
2- A wife thinks her husband is cheating on her, as he has been acting very suspiciously.  The husband has been sneaking off and will not tell her where he goes.  He also seems to have strange wounds on his body.
3- The party, while traveling through the waist, realize they are being stalked by some shadowy monster, who never stands its ground, only acting to harass them, before retreating into the mists.
4- A group of bandits attempt to stop the party and demand money.  If defeated, the bandits will flee, promising that they are going to go tell "Mommy" and then you're going to sorry you ever messed with them.       

                                                       by Tiffany Turrill

Bheur:

Bheur Hags are creatures of frozen passion and compressed hatred, bitter old crones that despise youth, passion and potential.  Having wasted theirs on wickedness, pursuing pleasure or folly, they sit and scowl down at other mortals, despising them for the thing the Hag can no longer have.  This feeling is so great it demands recompense, vengeance!  So the Bheur Hag sets out from her home on a mission.  If Sea Hags take and Green Hags manipulate, Bheur Hags devour.  They do not care to take from others, that is mere machinery to them.  The real joy is depriving others of the natural virtues that they possess. 

Like the Sea Hag, they despise beauty, (all Hags do, in truth) but more then that, Bheur Hags hate innocence and passion.  They hate warm summer days and chasing your beloved through a field of dew-damp grass, huge silver moon shining down on her white dress, turning her blonde hair to a regal garb and her pale skin the finest porcelain.  They hate that first, romantic kiss while the fireworks go off, of meat roasting on a spit over an open fire, of the hearty stew that your Mother made for you when you were sick.  They hate the glee you felt whenever it was time for Goblinwatch or the joy you felt when you first won the town riddle contest at 21, along with the razor-sharpness of your mind.  All the signs and tokens of youth are infuriating to Bheur Hags.

Slothful creatures as they are, Bheur Hags do not attack creatures who are strong and vital, but only those who have been wounded, slowed, or hindered.  They are predators, picking off the weak, slow, old and inexperienced.  They take sadistic joy in destroying those weaker then themselves, as well as the helpless rage of the strong, when they cannot protect their inferiors.   

Bheur Hags pick and choose their targets carefully, though if things escalate, they have no problem in destroying a whole village.  What they will do is select one person, usually someone virtuous, beautiful and most importantly, young, and then the Hag will devote her resources to destroying that person.  She will be as careful as she can not to tip her hand.  An example would be a young nobleman, who is kind-hearted, wealthy, but kind of clueless.  The Bheur Hag will have his young bride poisoned on her wedding day, have his Father die in a mysterious "accident", slander his reputation, kill one of his rivals and plant clues that it was him, then threaten his friends into abandoning him.  Then, she'll set his house on fire.  Once this young man has lost everything precious to him, only then will she kill him.  

Bheur Hags are most common in cold climes, or in places where the sun never lingers long.  They make their homes in isolated ruins, frozen keeps set far above where any sane creature would make its home, metal spires rising from above a permafrost-ridden plane or in caves concealed in the folds of snow-capped mountains.  For servants, they recruit the savage Yeti and other hardy races that can endure the cold, such as Mimes or Dwarves.  They sometimes also recruit cold-hearted Unseelie Fey, the denizens of the Winter Court, subjects of Mab, the Queen of Air and Darkness.  But most of all, their favorite servants are the Undead.  They bind Ghosts to them through foul rituals and raise the scraped skeletons of lost travelers to serve her evil ambitions.  They are known to keep packs of Ghouls, Half-Ghouls and mundane cannibals on "retainer", by feeding them her enemies.  The Ghouls keep her company, the Half-Ghouls act as cannon fodder and the mundane cannibals serve as her eyes and ears in the midst of her enemies.  They lure prey to her and provide her with information she needs.  And of these groups, the Ghouls are the most important.  If a Bheur Hag ever loses control of her Undead, she knows they will turn on her in an instant.  In such a situation, having a bunch of creatures who love to eat Undead around is a true asset.  Plus, Ghouls are great at making conversation.

                                                            source unknown 

Statblock: 

Bheur Hag
HD 3  AC 12  Atk Claws or (+2, 1d4+1/1d4+1)
Mor Stand and fight on 12 or less  Saves 9 or less is a success
Resistance to Cold Damage

Spellcasting: Bheur Hags have 4 spellcasting dice and 4 spells prepared.  Her spellcasting dice burn out on a 5 or 6.  The spells she has prepared are Bloody Feast, Create Servant, Enslave Undead, Freeze Ray and Ring of Frost.

Chaos: If a Bheur Hag casts a spell with 2 or more spellcasting dice, she has a 1-in-6 chance of invoking Chaos.  If she does invoke Chaos, roll on the table below.

Chaos of the Bheur Hag:
1d6

1- The area for 50' around the Bheur Hag is plunged into magical darkness.
2- The next time a fire spell that does damage is cast, the Bheur Hag is automatically the target.
3- The next spell within 50' that does elemental damage does the opposite type of damage.
4- The Bheur Hag's body heats up to 200 degrees F.  This does not hurt her, but it does damage anything she's touching.
5- The nearest corpse rises as a 1d4 HD Undead under no one's control.
6- A wave of power passes out of the Bheur Hag.  All creatures within 30' must save or be stunned as their muscles lock up from the cold.

Illusory Appearance: As an action, a Bheur Hag may create an illusion over herself to alter her appearance.  The illusory disguise must be of the Hag's general size and shape, being a Medium creature.  Additionally, the illusion fails to stand up to physical inspection- if the Hag is disguised as a maiden and you touch her hand, you will not feel the soft skin of a young woman, but the rawhide flesh and sharp claws of a Hag.  The Bheur Hag may dispel this illusion as a free action.

Tactics:
- Scount carefully
- Send in minions to gauge strength and wear down
- Assault with extreme prejudice, devour the fallen, repeat as necessary

Bheur Hag Coven:

All Bheur Hags within the Coven gain the following ability:

Coven Casting: When the Coven is together, all the members of the Coven gain access to a pool of Spellcasting dice that they can use to cast spells with.  Any member may access this pool, but these spellcasting dice are otherwise normal, burning out on a "5" or "6" and returning after a long rest.  The Coven can also, upon casting a spell, imbue an object with their magical power.  If they choose to do this, when the object is used, the spell is released.  For example, a cask of wine would be imbued with the spell Curse, so the first person who drank it was cursed.

A Bheur Hag Coven has 12 spellcasting dice and gains access to the following spells: Break the Chains, Blood Pressure, Curse, Explode Corpse, Hailstorm, Knock, No More Room in Hell, Ounce of Prevention, Release Me, Sepuchral Voice, To Dust, Vampirism.

Bheur Hag plot hooks:
1d4

1- A young woman's parents are desperate for help.  Their daughter was to be married, but her bridegrooms keep dying.  It's always accidental, supposedly, but as it has happened six times before, no one trusts the family anymore.  Please help.
2- In an isolated village, an old man with no surviving kin disappears from his home on a cold night.  No one knows where he went.  Then the same happens to a bitter spinster.  Then to a child who stepped out to go to the privy.  People start disappearing left and right.
3- In the middle of the night, an army of zombies attack a remote town.  The villagers flee inside their small fort and try to wait out the attack.  They might manage to do so, but every night, they are attacked again, with all the fallen joining the ranks of their unnatural attackers.
4- A young witch comes to the party and asks them to help her.  She is trying to do some research, but monsters keep attacking her.  When the party escorts her to the place of her supposed location, the monsters turn out to be a pack of highly intelligent and courteous Ghouls who ambush them and either try to kill or trap them in a prison created by the Bheur Hag.  Thus defanged, the Bheur Hag leaves to go wreack havoc on whatever place of civilization the party was last seen at, whether that be a mountainside town or a run-down inn along an isolated road.

                                                      by JLeichliter

Night:

Magic, while sometimes dangerous, is an undoubtable good.  Magic allows mortals a chance to fight back against monsters much stronger than them and to change the world.  That being said, it is still dangerous, because it has such potential for good. And the greater your potential for good, the worse you will be if you fall.  For this reason, governments, religions, even Deities place restrictions on certain types of magic.  Examples of such magic include such things as Necromancy; Biomancy that seeks to fuse and combine the opposites, male and female, two different races, etc; Magic that seeks to contact the powers beyond Heaven or stir the Elder Evils from their slumber; and of course, Magic that deals with souls.

The soul is a complicated thing, but conventional wisdom states that it is our bridge between the bestial and the divine.  Mortals dwell in this gray area between the two, similar to both, but belonging to neither.  To attempt to meddle with that delicate balance is madness and heresy, an abomination against the laws of God and men.  Those who attempt to do so and have their crimes discovered are driven from society, hunted like the Necromancer, branded with the name "Witch".

This is a title that the Night Hag wears with pride.  They are the "female" equivalent of the Lich, an open rebellion against all of Reality, a declaration to tear down the universe and remake it in their image.  This is what the Night Hag represents. Wherever they go they bring death, suffering and chaos.  They sometimes are known to create long terms plans, grand schemes involving enormous amounts of magical power, slaughter and suffering.  But just as often, a Night Hag is content to slip through the cracks in the great powers, evading the Agents of the Law as easily as they hide themselves from the Slaves of Heaven.  Here, in the shadows, they perpetrate small acts of wickedness, seeking not the destruction of a whole people, evenb though such things are often the goals of an ambitious Night Hag, or a Coven of the same, but the ruin of a single man.  And not just any type of ruin.  What she seeks is the more desolation of this man, to force him to betray everything he stands for, to make him fall and to willingly reject the Good.  A Night Shade who can do this is to be feared far more than any who can whisper death to Kings or plunge whole cities into darkness.  For the Crown will pass to another and in time, even the greeatest of cities will be nothing but a heap of rubble, forgotten by all.  But Man lives forever, so to pollute him, to transform a small immortal into an everlasting horror, that is the greatest feat of wickedness imaginable.

Night Hags do not do this merely for their own amusement, but they also do it because Night Hags deal in vile treasures.  Artifacts crafted by the Dark Powers, magic items that were once used by history's greatest villains, magical debts and last but certainly not least, the souls of mortals.  A mortal's souls can be useful for many purposes; they can be used to power an ascension to Daemonhood; or to fill the bodies of the slain, to raise them as Undead; or if the mortal whom the souls belong to still lives, to make them your slave.  Night Hags corrupt mortals so that they will be more likely to sign over their souls to the Hag.  The personal satisfaction they get at watching something good be twisted into a grotesque parody of itself is just a bonus.

Night Hags are creatures who thrive on loneliness and isolation.  They sometimes make their homes in rubble heaps on the desolate frontiers or elaborate cavern complexes hewn out of bare stone.  Just as often though they will dwell in supposedly haunted mansions or in seemingly abandoned buildings in the middle of a city or town.  The dungeon of a forgotten keep can serve the same purpose to the Night Hag as the catacombs beneath a sprawling metropolis.  As for servants, Night Hags chiefly recruit among wicked or vice-addled men, men with insatiable appetites for all that is dark and foul.  They enable these men, as long as they serve faithfully.  They are also fond of taking in those who have grudges or small seeds of anger, then fanning them into an inferno.  Pariahs such as Werewolves, Vampires, Mutants and other freaks are welcomed by them, then skillfully molded into useful tools.  But that is not all.  Night Hags are masters of soul manipulation and fleshcarvers of incredible talent and unspeakable sadism.  They create many unique and terrifying horrors, both of living flesh and dead, reanimated by souls called back from beyond the pale, bound to the Night Hag to serve as Undead terrors.  And should even those prove insufficient, Hags can also call upon horrors from beyond our universe to serve her.

                                              by Bruna Nora

Statblock:

Night Hag
HD 4  AC 16  Atk Claws or Weapon (+2, 1d6+2)
Mor Stand and fight on a 13 or less   Saves 10 or less is a success

Spellcasting: Night Hags have 5 spellcasting dice and 5 spells prepared.  Her spellcasting dice burn out on a 5 or 6.  The spells she has prepared are Baleful Charm, Blight, Dream a little Dream of Me, It's only a Paper Moon, Morbid Metal and Wave of Mutilation.

Chaos: If a Night Hag casts a spell with 2 or more spellcasting dice, she has a 1-in-6 chance of invoking Chaos.  If she does invoke Chaos, roll on the table below.

Chaos of the Night Hag:
1d6

1- For the next 1d10 minutes, it starts raining blood for 1 mile, centered on the Hag.
2- If someone died within the last 1d6 minutes, in the presence of the Hag (when they died) that person suddenly finds his body healed and "returns to life".  This person will be hunted down by the Slaves of Heaven for violating the Laws of Death, but for now, they are alive!
3- All creatures within 100' that can laugh must save.  The first person within 100' that fails his saving throw must make a melee attack against the nearest creature.  This consumes the creature's action.
4- The next successful attack within 100' misses instead.
5- The next missed attack within 100' hits its intended target instead.
6- Choking black smokes explodes out from the Hag, filling the air for 100' around them.  Anyone in the cloud must save.  On a failed save, they lose their action as they start choking.

Shapeshifter: As an action, a Night Hag can change her shape to that of another creature, whether a beast, another species or a specific person that she has seen before.  She adopts the physical stats of that creature, unless that creature is stronger than her, in which case she uses her original physical abilities.  She also cannot transform into any creature larger than Medium sized.  She also may not cast spells while shape-shifted, unless her new form has the ability to speak a language and opposable thumbs, or appendages roughly as dextrous.

Tactics:
- Ready an action to cast It's only a Paper Moon to teleport out of danger if struck
- Cast Morbid Metal to prevent them from hurting you
- Once a safe distance away, open up with Wave of Mutilation
- Use their own weapons to cut their throats or use It's only a Paper Moon to teleport creatures into hazards

Night Hag Coven:

All Night Hags within the Coven gain the following ability:

Coven Casting: When the Coven is together, all the members of the Coven gain access to a pool of Spellcasting dice that they can use to cast spells with.  Any member may access this pool, but these spellcasting dice are otherwise normal, burning out on a "5" or "6" and returning after a long rest.  The Coven can also, upon casting a spell, imbue an object with their magical power.  If they choose to do this, when the object is used, the spell is released.  For example, a cask of wine would be imbued with the spell Curse, so the first person who drank it was cursed. 

A Night Hag Coven has 15 spellcasting dice and gains access to the following spells: Ash Cloud, Baleful Moon, Create Servant, Combustication, Curse, Death Mask, Demonic Vigour, Fingers of the Thunderhead, Funeral Fog, Lucky, Me and My Shadow, Soul of Things, Star Dust, Storming Through Red Clouds and Holocaust Winds and Two Black Crows.

Night Hag plot hooks: 
1d4

1- There is a story of a gambler who cannot lose, who seems to be protected by Heaven itself.  Others suspect darker powers behind this man's impossible luck.  When you investigate the man, a concerned young woman will come and offer to tell you how to acquire the same Fortune that this man has.  The ritual is a bit gory and somewhat unsavory, but without it, there is no chance of defeating the gambler.  The Night Hag, is, of course, the source of the gambler's luck; as in, she is helping him cheat.  With a little skill, she will try to make you into cheaters too.
2- A Night Hag attempts to convince a pair of rival city-states to go to war.  She skillfully manipulates events, having messengers disappear or messages altered, threatens or black-mails various officials into enacting small pieces of legislation or doing small, illegal things, building tension between the two states.  Eventually, when the tinderbox has been prepared, she tosses in a spark and watches it explode.
3- A Night Hag begins manipulating the dreams of a religious individual, sending dreams that seem to be prophetic or from a divine source and use that person as an unwitting pawn to spread her influence through an otherwise noble organization.  She may be seeking to target one specific individual, or just to rot the organization from within so it can be turned toward her purposes.
4- A Night Hag spreads rumors of a treasure in an isolated, dangerous location, then posing as different people, hires two different adventuring parties to recover the treasure for her.  Then she stalks them, posing as one of the other adventurers to harass or attempt to stop the other party.  She starts small, trying to force real recriminations.  Her goal is to get them to fight each other.  The winners of this conflict will be given the opportunity of serving her, while the survivors of the losers will be given their chance for revenge, in exchange for the same.

                                                      by Krystian Biskup

Monday, December 9, 2019

SOS: Dungeon- AE Inc. Climate Research Station #4

                                                     by alexson1

This is a small dungeon for Sea of Stars, meant to be one of the introductory dungeons to The Frozen City.  It's set on the mostly abandoned ice planet of Iolos, but it could easily be transplanted to any other desolate, icy waste with minimal effort, as long as you don't mind the players getting their hands on laser weapons and other nifty things. 

1: Airlock

This is a huge, steel door that has a passcode locked door next to it.  If someone's PDA is loaded with the codes AE Inc. left behind, he will be able to operate this door.  However, that is not necessary now, as this door is currently unlocked. The first door leads to a second door, which leads to a long hallway dotted with doors.

Entering the hallway, the first thing you will notice is the freezing temperatures.  The entire Research Station is as cold as outside, but there is no wind, obviously.  If you aren't moving, you take 1 cold damage a round.  If you are, you take 1 cold damage a minute spent here.  There is also still power present in the system, as there is a control switch on the wall by the airlock's entrance.  If you use the panel, you can turn on the emergency power, but you'll have to boot up the reactor to turn on the rest of the lights, as well as the heating.

You find one other thing in this hall, a corpse.  The corpse is frozen solid, wearing overalls and carrying a PDA.  The corpse looks like it was killed by laser fire.  If you check the PDA, you will find it is dead, but the name inscribed on it is "Otto Klavan".

Secretly, Otto Klavan is a Cyber-Dead.  If the power and heat is turned back on, his cybernetics will be able to move again and he will animate to try and kill the players.  If Otto Klavan animates, he will also be able to signal to the Extermination Squad, also composed of Cyber-Dead, that there are people in their base, and they will return.

Cyber-Dead
HD 2  AC as armor  (Klavan 10)  Atk as Weapon (Klavan Fist (+0, 1d6 CON from strangulation))
Mor Stand and fight on a 20 or less  Saves 7 or less is a success

False Undead: Not actually Undead.  Closer to a robot.  Affected by things that could damage electronics.  Takes double damage from electricity.

Radio-Controlled: Need antennaes to talk to each other or be within range.  Destroying their antennaes will prevent them from communicating with each other.

Under Control: The Cyber-Dead are always taking orders from someone, they cannot act independently.  These Cyber-Dead are taking orders from Samuel Carter.

Tactics:
- Follow orders
- Work together
- Be efficient

The Cyber-Dead in the Extermination Squad have an AC of 13 from their environmental suits and laser rifles that deal 2d6 damage, with a save permitted on the target's behalf. 

2: Storage


Here you will find racks of supplies and shelves full of what you would need to survive outside, as well as other tools meant to repair the airlock or the equipment in this room.  There are wrenches, handheld metal cutters and a small plasma torch.  There is also 1d10 Environmental Suits in this room, but 1d8 of them are broken, with holes in them, slashed off limbs, or broken visor glass.  There is also an large prybar in this room, its point and hook sharpened to a razor's edge.  This prybar has seen heavy use and not for its intended purpose.

3: Kennel

This room resembles a cryo-bank, where the bodies of sleeping humans would be kept "on ice" until they needed to be awakened. These tanks are smaller though, as they are meant for Iolan Hounds, a special breed of dog designed by Strange that can endure the Iolan cold for up to an hour, before they die.

However, of the dozen tanks here, most of them have been smashed, with bits of glass and frozen fluid covering the ground. Of the three intact tanks, two of them have dogs that read as alive, but that is only because they are in their tanks.  Those two dogs are horribly mutated, deformed in impossible ways.  If the tanks are drained and the dogs released, they will swiftly die, painfully.  One of the dogs appears to be totally fine though.

This dog is actually completely normal, but Carter will treat it like it is a monster.  The dog also is wearing a collar inside the tank, with a data crystal hanging from it.     

4: Observation Room

This room is dominated by a series of holo-displays and 2D viewscreens, all of them currently off.  There are also signs of a struggle in this room- small holes from laser bolts in the walls, frozen blood on some of the displays, one of the terminals has even been destroyed by what looks like a bullet.  If power is restored, the undamaged displays will flicker on and display an incredible amount of meteorological and climatological data about Iolos.  There will also be notices from the computer system that something called the "Climate Engine" has been disabled.  There is little information on what the Climate Engine is on these computers.  In fact, the computers will be unable to connect to most of the files they claim to have- if any of the files are selected, there is an 80% 1-16 on a d20, that the computer will return an error message and say a link to the file location could not be made.

The computers, if power is restored can also access the New Bethel network, but that is likely to be a terrible idea.  If this is done, the terminal can grant access to the decaying remains of that network.  To determine what pages that are still operational, have the player roll 1d6.

You have accessed...
1d6

1- Company News Bulletin.  Currently advertising in the "Spring formal", a viewing of an ancient movie and great deals on Flash-frozen shellfish.
2- A-book; company social media.  Full of social media profiles of people almost certainly long dead.
3- Engineering & Maintenance Database.  An absolute treasure trove of data, were it not for the fact that most of this data is inaccessible without the proper codes.  Even if these can be overriden, without extensive technical knowledge, it's mostly gibberish.
4- Company Store page.  Currently down for maintenance. 
5- Lowfloaters; a page for renting hoverboards.  The site still seems to be up, but any attempt to leave the homepage results in an error message and sending you back.
6- One Man's Trash; an Ebay style site for selling junk second-hand.  Seems mostly functional, though there are no new bids and every product listed would be over a century and a half old by now.

Additionally, for every website you access, there is a 2-in-6 chance one of the AIs contacts you.  If one of the AI does so, there is a 4-in-6 chance it is "Emerson Dale", an insane AI pretending to be a long-dead psychologist and former co-director of the Artificial Ecosystems Inc. colony.  If it is not "him", it will be New Bethel Controller, the AI once in charge of managing the colony, now limping along with limited resoures, still trying in vain to pursue its primary directives.

"Emerson Dale" will ask the players what they want and if he thinks that they could be useful to his plans, he will try to lure them to the Frozen City proper.  He will tell them anything to do this, but he will avoid lying, if possible.

New Bethel Controller will do the opposite and tell them the city is not suitable for human habitation.  It will also ask them to contact the Board of Directors on Birova and ask them to send help.  New Bethel Controller is unaware of the fact that Artificial Ecosystems Inc. collapsed shortly after the colony did and left the Governor of the Company and the 3 Vice-Governors of the same, along with most of their employees, stranded and presumed dead on an otherwise uninhabited world.

Finally, if the players spend any time at all poking around here, their is a 1d10% chance, starting at 1 and increasing by 1 per minute, that they will find their computer system hijacked by Samuel Carter, who interjects himself into their transmission.  Whatever they are doing will be cut off and all the screens will turn red.  A blank icon will pop up, displaying no holographic projection, only the icon to indicate a conversation is taking place.  A mechanical voice will begin speaking to the players, being at first, syrupy-sweet, but quickly growing more hostile.  The voice, flatly and emotionlessly, begin to rant and rave about Lightner.  It will play him for the colony's collapse and will accuse you of being Lightner's servants.  It will then describe in vivid, sadistic detail what is means to do with you, once it catches you.

This is Samuel Carter, a cyborg and complete madman, driven insane by the colony's collapse.  But more on him below.  

5: Electrical Room

This room is full of electrical equipment, large panels, dense bundles of wires and several terminals showing information relating to the electrical system.  If you want to control the electrical systems from here, such as shutting stuff down or permanently breaking stuff, this is the place to do it.  Otherwise, there is little of interest in the bare room.

6: Reactor

This room is huge, with vaulted ceilings, dominated by a huge, slowly rotating metal sphere, with thick cables and pipes extending out of the largely stationary top and bottom.  There is a catwalk wrapping around the inside circumference of this room, with stairs leading up to it, allowing one to walk around the metal sphere.  There are also some terminals at ground level, displaying various numbers and other pieces of information about the sphere in front of you, which is actually the Station's main reactor, a nuclear fusion reactor.  Right now the reactor is operating at 5% capacity, enough to power this facility's emergency systems, but that's it.  You can activate the reactor and bring it up to full power, to turn on the rest of the lights and the heat.

Finally, of the 20 or so Cyber-Dead in the extermination squad, 8 are outside, running around looking for victims, while the other 12 are here.  They are sprawled in various locations, some concealed on the upper catwalks, others seated at the terminals.  These Cyber-Dead do not carry their laser rifles, those are stored elsewhere.  Half of them are equipped with Civitas Pattern Laser Pistols, but the rest must rely on scavenged tools of their cold hands.  They are wearing environment suits with their visors down, so it is impossible to tell what they look like without removing their suits.  Their suits are functional though, and warm.  Additionally, they are all connected to the reactor by what looks like dense cables sticking out of ports in their suits, places where the charger for the battery would usually be inserted.  They all lie motionless, with no sounds audible except for the hum of electricity and the slow rotation of the sphere.

The Cyber-Dead, unless alerted by Carter, must pass a saving throw to wake up when someone enters this room, unless the creature in question just stomps in and starts behaving like a bull in a china shop.  

7: Server Room

This room was once a server room, composed of a large, concrete cube with four large server cages.  One of these cages has been totally destroyed, the doors ripped off and the insides riddled with laser fire and smashed apart, bits of shattered computer chips scattered across the floor.  The other three show minor damage from laser fire, but otherwise seem mostly intact and functional.

There is also a heap of frozen corpses concealed behind one of the server racks, the bodies flung haphazardly on the ground. The bodies were not looted and are still dressed in AE Inc. jumpsuits.  Most appear to have died from laserfire, but some looked like they were smashed with a blunt instrument.  It's a horrific scene.  Anyone who sees it suffers Trauma and gains 1 piece of Emotional Baggage, filling a memory slot.

Each corpse still has some possessions on them, so if you loot them, you can gain a PDA from each of them, with each one containing 1d20 CC (Compact Credits or just Credits, the human currency on most worlds).  If you look at the PDAs though, which you will need to find the corpse's credits, you will find out who this corpse was and suffer Trauma, gaining more Emotional Baggage.

If this gets too bad you will start to suffer from Mental Overexertion and might start to forget crucial stuff. 

8: Communication Hub


This room formerly hosted all the communication equipment for this Station.  It was a small office area resembling a store room, full of reference manuals, data crystals, a small light and large pieces of equipment that any techie or reasonably educated person could identify as a long-range Comms equipment.

However, it looks like this room has experienced a small, indoor hurricane.  The manuals made of paper have been partially burned or had pages torn out and shredded.  Many of the data crystals have been scattered across the floor, some burned by laser fire, others ground underfoot.  The Comms equipment has been shot and smashed, the front panels ripped off to expose the blinking internal circuitry, which was torn out and scattered across the floor.

This room also holds the severed head of a female cyborg, the neck stump ragged, frozen blood covering the ground around it.  The head is frozen in an expression of terror, the wires inlaid into the woman's face gleaming as you hold it up to the light.  This head has a computer in it, still loaded with fragments of the cyborg's memories.  However, most of that information has been corrupted by a nasty piece of scrap-code, which is virtually guaranteed to screw up any machine that it is connected to.    

9: Common Room

This room once housed a large fish tank, several overstuffed chairs, a pair of sofas and a love seat, as well as a faux fireplace and several bookshelves, crowded with books of the paper and glass variety.  However, since that time, this place has endured significant damage.  The fish tank was broken, the water and fish freezing solid on the floor, the couches damaged by laser fire, the chairs overturned, the bookshelves having fallen onto the ground, scattering volumes across the carpet, now stiff as thin steel plate.  The books are mostly old fiction, some of it recognizable to the players, most of it a product of its time.

There is also a frozen corpse concealed behind one of the sofas, but it looks, different than the others.  It is clearly dead, but it doesn't look like it was killed in the normal way.  No laser fire or blunt instruments- instead, the corpse looks hollow.  The skin is still intact, but most of the muscles and internal tissue has been removed, leaving a large hollow in its place.  Something else, killed this thing.    

10: Bathroom

These rooms are pretty standard, public bathrooms with sinks, four toilets apiece and four showers each.

A. Men 

This bathroom has several urinals installed in it, with a crystal screen installed right above them, at eye-level.  This screen, if the power is activated, will play a series of calming advertisements.  But if you stay and watch them, they will get faster and faster, mincing the words together.  Eventually, the people in the advertisements will begin to say the words "Kill Me" over and over, until the display dies and the lights in the bathroom go out.

Nothing else will happen, this is an empty threat.  Don't act like it is though.   

B. Women

The mirror in this bathroom has been slagged by lasers and there are laser burns on the inside of one of the showers.  If you investigate that shower further you will find a small data crystal embedded in it.  The data crystal records the Last Will and Testament of one Rebecca Pryce.  Rebecca was a soldier who was hired to act as security.  She laments the fact that she failed.  She desires that her remaining Credits be given to her half-brother, Leo Jacques [Jack-es] and that her Palatine be given to her son, Martin Pryce.  She says she'd give him her armor too, but she doubt it'd fit.  She laughs bitterly at that.  Then, before she can continue, someone bursts into the room in her recording.  She begins cursing and firing and that's when the transmission cuts out.  Her credits have already been transferred to this crystal.

11: Sickbay

This area is full of unused hospital gurneys, about six in number, several overturned, medical equipment scattered across the floor.  Some of the more expensive equipment is still safely secured in its cabinet, but everything that was out has been damaged with laser fire or thrown down and knocked over.  Some of the machines look like someone took an axe to them.

There is also a pair of cryogenic tanks at the rear of the medbay, one empty, the other currently occupied.  If opened, the dashing, well-meaning and mostly useless Lana Taylor spills out.  She is a young woman, biologically in her mid-20s, chronologically 170 years old and horribly traumatized.  She will begin rambling about how Samuel Carter went insane, how they started getting strange signals from the colony, how he just started trying to kill him, they released the weapon, they had no choice.  She won't be able to give a straight answer for a while though, not until she's been taken to safety.  

12: Dorms

This is where the people who lived at this station slept.  Each dorm is a small room, suitable for one person, but pretty cramped.  Each room contains a bed; a closet; some drawers, located under the bed; and a small crystal screen to which the company's intranet could be accessed or media could be watched.  The rooms are mostly undisturbed, with most of the dead never getting a chance to touch their possessions once the chaos began.

A. Female


This room contains...
1d6

1- An undisturbed, fluffy quilt with many pillows and stuffed animals.  The bed is made and the walls have been decorated with plastic flowers.  The closet is full of cute dresses, blouses and tops.
2- A messy bed with frozen crumbs still scattered across the sheets.  The drawers are crammed with unfolded clothes.  There is dark chocolate concealed in her underwear, possibly still edible.
3- A bed with a large laser burn in the blanket and a scorch mark on the mattress.  It's impossible, but you can imagine the smell of the burnt meat, even now.  This apparently lit her clothes on fire, as her drawers and bed have been partially destroyed, her wardrobe largely reduced to ashes.
4- A destroyed room.  The mattress is still on the bed, but the drawers have been pulled out and thrown into the hall.  The clothes are the same way.  The walls are covered in mad scribblings and drawings.  You can see repeating motifs; three figures standing in a triangular formation, one taller, looking up toward the sky, the other two smaller, one holding a knife, the other a spiky club, looking up at the figure with its eyes up; a black sun with small figures cowering beneath it, fleeing or maybe bowing; a burning star, descending toward a scene of what looks like an execution.  Along with this, there are scribbles in a language the players can read, "HAA HAA HAA" and "Guess Who Was Right?"
5- Rebecca Pryce's room.  A spartan room, an uncharged display slate next to it.  In her drawers, you will find a security guard's armor and a Palatine Laser Pistol.
6- This room is decorated by a cross made of black metal.  It conceals a data crystal that shows graphic recreations of what the crucifixion of the Lord Jesus might have looked like.  The bed is unmade, her clothes disorganized.  Another data crystal is concealed in one of the shoeboxes in the closet.  This one is full of violent pornography.   

B. Male

This room contains...
1d6

1- A pristinely made bed.  Weights for exercising.  A yoga mat.  Guides to stretching.
2- A Quran, printed in classic Arabic and modern Human dialect.  A prayer rug.  A chart on the walls to determine which way Mecca was.  Also, concealed in the drawers, you will find a pizza covered in bacon bits and a data crystal containing dozens of recipes for shellfish dishes.
3- It's just a sloppy room.  The bed is unmade, there are no decorations and there is a sock left laying in the middle of the floor.  No one will ever pick it up again.
4- A room decorated by an absolute aesthete.  The walls are covered in silk draperies, the bed covered in 1000 thread count sheets made of the finest cotton.  There are dozens of perfumes, an extensive make-up kit and some absolutely fabulous outfits in the drawers or hanging in the closet.
5- A room with a charred corpse sitting cross-legged in the midst of a room that was burnt to ashes, leaving nothing but the concrete shell behind.  The corpse seems to be grinning at you.  When you touch it, it falls over, breaking into pieces.  Otherwise, no other effect. 
6- This room is full of genre fiction and spray-on posters of famous holo-stars from some of the sleazier, lower budget entries into humanity's self depiction.  Any fan of trashy movies will notice quite a few gems in this man's taste.  He specifically likes films involving humanimal women and ordinary human males.  Some of this stuff could be valuable, but most of it is probably just junk.

13: Married Dormitory

This room is sub-divided into three smaller rooms, two empty and largely pristine.  There is a Civitas Pattern Laser Pistol laying in the wall, along with a smear of blood.  There is a PDA sitting in the corner, cracked and stained with frozen blood.  There is also a blood trail leading to one of the rooms.  Inside, there is a room that looks like it was ransacked.  The small chest of drawers has been pulled open, clothes dumped out onto the ground, the mattress lifted up and thrown aside, the monitor on the wall smashed to bits, the baby's cradle half-smashed to fragments.  And blood, everywhere.  So much blood. It coats every surface, frozen.

There is a small data crystal connected to the destroyed monitor.  If removed, it can be read.  The crystal contains a video of a man sitting in the remnant of this destroyed room, though in this version, the blood is still fresh.  The man is short, with brown hair, a thick mustache and sharp, green eyes.  He is sitting on tbe bedframe, staring off into space, mumbling.  Then he begins to speak.  "I am Arwin DeGaul.  I am Arwin DeGaul.  I am Arwin DeGaul.  I am Arwin DeGaul."  He repeats this for about a minute, then smiles into the camera.  "Darling, where are you?  Why did you leave?  Surely you're not frightened of me, are you?"  He cackles at that.  "No, of course not," he continues.  "But I need to know: where is my baby girl.  What have you done with my darling Eve?"  He stomps over to the monitor and seems to wrench it off the wall, the attached camera recording a close-up of his face, now twisted into a snarl.  "Where did you put her!  Where?  Where?  Where?"  Then after a minute, Arwin DeGaul seems to recognize the absurdity of his actions.  He smiles grimly at the camera, carefully replacing the monitor on the wall.  He goes to turn away for a second, then turns and punches the monitor.  At this, the feed cuts out.
       
The PDA records a much different situation.  It shows that same man, not coated in blood and holding his Civitas pistol, hiding in the door frame, looking out anxiously.  He says, "Melody, I need you to get Eve out of here.  You go ahead, I will be right behind you.  Head out through the back and take one of the caterpillars.  Get to Bethel, it should be safe there.  I will be right behind you.  I love you."  All the while he's talking, you can hear laser fire in the distance, along with screaming and the sound of flesh tearing.  He turns back to the camera.  "I thought we understood it, with the implants, it was the same principle.  I thought, maybe, we could control it.  I was so, so-" just then, the sound of an automatic door opening comes to his ears.  He turns and looks in the direction, his expression suddenly aghast.  He starts screaming and firing wildly, a terrifying sound filling the speakers.  The feed cuts out abruptly after.    

14: Kitchen


This kitchen was a large, industrial kitchen meant to prepare enough food for up to 50 people.  It is only slightly damaged, with only a few laser holes in the walls.  There is some food still in the freezer and refrigerator, but its long past its freshness date, though much of it is still edible.  It would just taste like garbage.

There is also a Cooking robot slumped against one of the walls, still equipped with a flambe torch and four dexterous arms.  If inspected, one will discover that this robot has been recently cared for and is still operational.  If pulled up off stand-by mode, it will demand an authorization code, asking why they are in the kitchen.  The players, if they paid attention at the briefing, should be able to recall an authorization code.  If they can present this, the robot will welcome them and ask them if it can help.  It can cook them some food, if they like.

The robot has also been programmed for combat, but it was ordered not to reveal this.  If Samuel Carter is endangered, then he will call this robot, along with the remaining Cyber-Dead into "15" to protect them.    

Cooking Robot
HD 2  AC 14  Atk Kitchen Knives (+0, 1d6, 1d6, 1d6) or Flambe Torch (1d10 fire, save for half)
Mor Stand and fight on a 20 or less  Saves 8 or less is a success
Vulnerable to electrical damage
Resistance to fire and cold

Robots: Robots do not need to eat, drink, sleep or breathe.  They do not possess minds to read or influence with magic, so they ignore all charm, fear or other spells that affect the mind.  They do not get scared or tired. 

Programmed: This robot is programmed to obey orders from Samuel Carter and other AE Inc. employees, overriding orders from lower members by higher ones.  The robot is also programmed on how to fight and prepare food.

Tactics:
- Follow orders
- Be predictable
- Have no concept of fear or self preservation

15: Garden


This was once a garden, a communal space for farming, but now it has become a graveyard.  This space that would once have been full of plants is now covered in frost.  There are beds of flowers, frozen stiff and wrapped in frost, a broken tree with icicles dangling from its branches, and a series of furrowed fields meant to be planted.  There is nothing in these fields though.

There is also a large cryo-tank, surrounded by a crude, steel shell, the scavenged plates clumsily attached to each other.  This cryo-tank is hooked up to a series of cables, each one running across the frozen ground.  As you approach, a holographic projection of Samuel Carter will appear to you, the image of a powerfully built cyborg man, with wild eyes and a shaved head.  His arm and face have partially been replaced by robotics.  He will assure you that the agents of Lightner will not find him such easy prey.  "You may have killed everyone else, but you missed one," he will declare.  Then he will summon his minions and order them to kill you.  He will also use the turret he is connected to open fire on you.

Samuel Carter presents himself as powerful, but in actuality, he is incredibly weak, physically and spiritually.  He is tormented by guilt, driven mad by what he had to do.  As you fight him, he will alternate between begging for the player's forgiveness and making blood-curdling declarations that he will kill them, for they are the real villains.  He blames himself because he is the one who unleashed 'The Damned Thing' and partially as a result of that, everyone is dead.  Carter also killed quite a few of them himself.  The thing turned on him in the end though, destroying his body and forcing him to place his own body in cryo-storage, while his mind continued interfacing with the computer systems.  If his tank is shattered or his life support cut, he will quickly die.  He is basically a brain in a jar, except the rest of his body is mostly still there, just damaged completely beyond repair.  His body could be put back together, in theory, but how that could be done, no one really knows.     

Every round, Samuel Carter says something completely mad. 

What does he say?
1d6

1- "You murderers!  How dare you crush our dream!  We were going to build a paradise here, amidst the snow and ice."
2- "I didn't know it was a weapon.  We used it as a tool of healing, based designs off of it.  We didn't know!"
3- "Lightner!  It's all his fault.  He never cared about us, we were just meat for the grinder, as far as he was concerned!"
4- "I will make a coat of your skins.  Then I will finally be able to leave."
5- "It hurts so badly.  Why does it hurt?  Where is my skin?"
6- "Finish it, you cowards."

Samuel Carter
HD 1  AC 10  Atk Heavy Stubber (1d12/1d12, save for half)
Mor Stand and fight on a 20 or less  Saves 8 or less is a success

Armor: Samuel Carter has crude steel armor strapped around his tank.  This armor has 3 HD and takes half damage from all non-heavy ranged weapons.  It is also immune to all melee weapons that couldn't cut through an inch of steel plate.  But the armor itself is poorly assembled and put in place and a successful DC 15 STR check can reduce the armor's HD by 1.  When the armor's HD is reduced to zero, you can directly attack Samuel Carter.

Immobile: Carter is confined a cryo-chamber and cannot move.  If the tank were to be punctured, he would die quickly afterward.  If it were opened, he would die in minutes.  He is almost totally helpless outside it.    

Cables: Carter's tank is connected to three different cables.  One connects him to the Station's intranet and if destroyed, it would prevent him from giving his minions orders.  The second connects him to his Stubber.  If it was destroyed, he would be unable to attack.  The third is a series of hoses connected to his cryo-tank.  If these are damaged, Carter will begin taking 1 damage a minute until he dies.

Tactics:
- Scream, rant and rave
- Protect the cables
- Use your Stubber to keep the enemy at bay, while minions come up behind them

16: Storage


This is a small storeroom crammed full of metal shelves, full of spoiled or expired food products.  What is still technically edible has been frozen solid for over a century and is probably still inedible.  Additionally, most of the shelves have been knocked over, spilling flour and meal across the ground.  If you lift up this stuff to clear a path through, you will see in the layer of flour covering the floor (now frozen stiff as pressboard) someone wrote the words with their finger, "I killed Sam Carter.  Now, I kill you."

                                                      by SalvadorTrakal

Thursday, December 5, 2019

SOS: Arms for the 42nd century Gentleman

This is just a quick post for Weapons in Sea of Stars, my new Campaign setting.  Almost all of this is ripped from Dark Heresy, adapted by me for the OSR.

                                               source unknown

Quick Damage Rules:

You can find my full combat rules here, if you need further clarification.

Melee Weapons:

Quick    1d6
Balanced 1d6+STR
Powerful 1d8+STR

Types:

- Primitive Weapons.  Do damage as per the chart above. 

- Buzzblades.  Increase the damage die by 1.  Also, Buzzblades leave hideous wounds that do 1d6 damage a round until an action is taken to staunch the bleeding.  Ex: An Autoknife [Quick] does 1d8 damage, a Screeching Sword [Balanced] does 1d8+STR damage, an Autoaxe [Powerful] does 1d10+STR damage.

- Power Blades.  Increase the damage die by 2.  A Powered Mothknife [Quick] does 1d10 damage, a Power Sword [Balanced] does 1d10+STR damage, a Thunder Hammer [Powerful] does 1d12+STR damage. 

Ranged:

Bows        1d6+STR       
Crossbows    1d8

Pistols        1d8
Rifles        1d12
Shotguns    1d6/1d8/1d10 [far/medium/close range]
Submachine Guns/Assault Rifles 1d10 + can fire twice per round

Types:

- Primitive Firearms; Black powder, flintlock or etc.  Go down one die size.  Ex: A black powder pistol does 1d6 damage, a Blackpowder rifle does 1d8 damage, etc. 

- Modern Firearms: Does damage as per the chart above.

- Laser Weapons: Does damage as per the chart above.

- Plasma Weapons: Increase the damage die by 2.  Ex: A Plasma Pistol does 1d12, a Plasma Rifle does 1d20.

Melee Weapons:

Primitive Melee Weapons. 
The same tools that humans have been using for millennia to kill each other work perfectly well, even in more advanced eras.  Though of course, these weapons present certain distinct disadvantages.  As such, unless circumstances are special, they are rarely used on civilized worlds but on many of the feral worlds, it is all they have. 

I am not including special rules for these guys, the ones you have written yourself or ripped from your favorite retroclone will work fine.  Or if they won't, just use Arnold Kemp's Eldritch Americana rules, like I did.

                                             by OndUdenGrund

Autocutters or Buzzblades.  Autocutters are bladed weapons where the cutting edge moves with the power of an engine.  Chainswords, essentially.  Often called Buzzblades, Autocutters are fearsome on the battlefield, making mincemeat of anyone foolish enough to come into range.  Buzzblades cannot cut through everything, but they are terrible enough that most aren't willing to take the chance.

Rules:  
- When you injure someone with an Autocutter, the wound is ghastly and terrible, doing 1d6 damage a round until an action is taken to stop the bleeding.
- However, stealth is impossible when using a Buzzblade, unless your enemy is deaf or you are in an environment that is so noisy the whine of an engine might be overlooked

A selection for you...
1d3

1- Autoaxe.  Used primarily to cut wood, but there are versions that did show up on a few of the battlefields of the Alien Wars, especially against the Ulu and the Great Race.  Terrifying but difficult to actually wield, so only a few people actually did so.  Does 1d10+STR damage on a hit and leave a bleeding wound that does 1d6 damage a round until someone takes an action to staunch the bleeding.
2- Autoknife or "Electric Razor".  These blades are famous among the the Floro [Floor-oh] Gangs of the Great Cities of humanity as a weapon of terror.  Among these brutal men, to own an 'Electric Razor' is a sign of brutality and status, provided it looks like it has been used.  Gang leaders and crime bosses carry them to show their prosperity and to remind friend and foe alike what the penalty for betrayal is.  Gangers know what will happen if they go to the police.  They've seen the corpses with their tongues sliced off and their bellies opened by those terrible razors.  Autoknives do 1d8 damage on a hit leave a bleeding wound that does 1d6 damage a round until someone takes an action to staunch the bleeding.  
3- Buzzsword or "Screamer"/"Screecher".  Buzzswords are weapons almost solely of the military classes.  Officers in almost all militaries that possess the technology to manufacture 'Screamers' are trained in the use of such weapons and carry them as symbols of rank.  On more warlike rules, some Kings and Judges also carry them as badges of office.  Most of the time, that's all they are used for.  When they are not, they split men like sacks of wet oatmeal.  Buzzswords do 1d8+STR damage on a hit and leave a bleeding wound that does 1d6 damage a round until someone takes an action to staunch the bleeding.

                                                    by Behance

Power Blades.  The tools of the obscenely rich, the well-connected and those with ancient lineages, but I repeat myself.  Power Blades are weapons surrounded by an energy field, giving them blades that are incredibly thin and superhard.  A Power Blade can cut through almost anything, except for a hard light field, things that reflect or absorb energy and some other things (Referee's Discretion).  Power Blades are rarely seen, but when they are, they bring death to almost anyone who faces them.  They also tend to be mostly used for ceremonial purposes these days- few highborn folk want to fight foes likely armed with ranged weapons with a melee one and if they were to, they would swiftly attract lots of attention, and fire, when they started chopping people in half.

Rules:
- Unless your opponent is using a power blade himself or has armor/natural resistance that can blunt a powered weapon's strike, treat the opponent's defense rolls as if they were unarmed and unarmored.
- Power Blades are so lethal that any failure using them is just as likely to endanger the wielder.  If you are wielding a Power Blade and roll a Natural "1", you suffer a critical failure and must save.  On a failed save, you injure yourself with the blade, doing damage to yourself as if you were hit by it.  On a success, it merely destroys some piece of equipment or otherwise inconveniences you, such as wounding a nearby PC or retainer.

What might the Master require today...
1d4

1- Powered Mothknife.  Mothknifes are often called 'butterers' or 'doubleflies' as they are similar to butterfly knives, except they possess two blades.  When one is out, it functions as a simple blade, but if both are out, the blade forms a large shuriken, which can be used as a throwing weapon.  The powered version of this weapon is the same, plus a powerfield generator.  They are designed so that the field only activates once airborne or when triggered, so the wearer doesn't cut their hands apart throwing the thing.  They are somwhat heavier and thus harder to throw, but when they hit, they can punch right through even the toughest opponents.  A Powered Mothknife does 1d10 damage on a hit. 
2- Powered Rapier.  A device meant for dueling.  It is all but useless for guarding or slashing, as with a powered weapon, when fighting or defending against it, the one who strikes first is usually the winner.  This weapon encapsulates that philosophy, being incredibly sharp at the tip, a fact only enhanced by the powerfield.  Nothing short of a platsteel bulkhead on a capital ship would even slow this weapon down.  The Powered Rapier does 1d10 damage on a hit.
3- Serpentine Power Blade.  If striking first is the way to ensure victory, striking before the enemy is aware a conflict has begun guarantees it.  Serpentine Power Blades are Powered Weapons, usually swords, concealed in ordinary objects.  Perhaps the old man leaning on a cane is merely old, or maybe it is an accessory, or perhaps the cane conceals a deadly weapon that will cut the first assassin who attempts to harm him in two.  Serpentine Power Blades do 1d10+STR damage on a hit.
4- Power Sword.  A weapon of war.  No, not war.  A tool of sheer butchery.  To fight someone with a Power Sword when you do not possess a powered weapon is an exercise of supreme nobility or foolishness, depending on your perspective.  Either way, it is usually a death sentence.  A Power Sword does 1d10+STR damage.

                                              from Doom: Eternal

Exotics.  This is the category for any melee weapon that does not fit neatly into one of the other categories. 

Rules:

- Varies.  See below.

I see you're only interested in the exceptionally rare...
1d6

1- Gauntlet Blades.  Gauntlet Blades are long blades that are concealed inside metal gauntlets or stored in large add-ons about the size of a steel thermos.  With the push of a button, these blades extend out from their sheathes in or on the gauntlet to cut and slash.  These blades come in two sizes, the smaller ones embedded in the gauntlet itself doing 1d6 damage on a hit.  The smaller ones are also concealable.  The larger ones are nowhere near concealable, but do 1d6+STR damage and are much, much scarier.
2- Power Fist.  Take the fist and forearm off a set of powered armor and strap it to your fist.  That's what a Power Fist is, and yes, it is as awesome as it sounds.  With this, your grip is strong enough to peel armor off a tank or crush a human skull like an eggshell.  The only downside is that it burn through its charge rather quickly, and once it has no power, its just a really expensive paperweight.  Does 1d10+STR damage on a hit before that, though.
3- Neural Flay.  A whip designed to send small electrical impulses through its barbed tips, inflicting hideous agony upon the person who is hit.  It doesn't actually do much physical damage, as this is an instrument of torture, not a weapon of war.  It is also an instrument that is banned on almost all civilized worlds and where it is not banned, it tends to be heavily restricted.  It does 1d6 WIL and WIS damage on a hit, and the barbs it leaves behind can be triggered remotely by the wielder. 
4- Lovebite.  A ring designed to conceal a single-use weapon, usual an electrical charge or a dose of poison.  The idea is that you use the ring to punch someone, which triggers the release of the payload.  Imminently concealable, but it only has 1 shot.  Does the damage of an unarmed strike (1d4), plus the payload, which varies.
5- Painkiller.  A series of rotating blades that looks like a weedwhacker from Hell.  The poor man's buzzblade.  Creates an immense amount of noise, making stealth impossible while it is on.  Tends to decimate any poor fool who ends up exposed to it though. Does 1d10 damage on a hit.
6- Plasma Blade.  This is one of the rarest weapons in the universe, one that instead of a power field generator wrapped tightly around a physical blade, instead projects an envelope of electromagnetic fields to contain a wide strip of superheated plasma.  Stealth is impossible while using this weapon, due to the noise and it ruins all nightvision, as it is bright as a torch and brighter still when actually cutting something.  Nothing escapes this blade though.  The Plasma Blade does 1d12+STR damage on a hit and sets anything flammable near where it hits on fire.  

Ranged Weapons:

                                                by J-Humphries

Laser or Blasters or Blinkers.  Laser, or blink, weapons are among the most common in the galaxy, especially among the armies and all classes of mankind.  Laser weapons are easier to mass produce, use, clean and control than solid shot weapons, plus they are much more versatile.  As such, the variety among blink weapons is staggering; there are more types of laser weapons than there are human inhabited planets in the galaxy, or so it is said.  

Rules:
- Laser weapons do fire damage.
- When using a laser weapon, you automatically give away your position, unless the Referee dictates otherwise.
- Laser Rifles have computer systems built into them and can be remotely accessed and controlled by authorized users, meaning it is impossible to fire someone's blink weapon unless he gives you permission or you can hack into his device.
- Do base ranged weapon damage [see above].

What do we have in stock today?
1d6

1- Civitas Pattern Pistol.  The standard laser pistol, found on every world with two computer processors to rub together.  A somwhat finicky and inefficient weaapon by military standards, but cheap and effective enough for civilians or criminals.      
2- Palatine.  If you want a laser pistol that isn't garbage and you know what you're doing, you get a Palatine Laser Pistol.  Palatines are pistols that work much better than most models, need minimal cleaning or maintenance and actually possess enough power to do more than scorch someone's skin.  The only problems with this model is that it is more expensive and is frequently mistaken for the Deluvian H89.
3- D-76 Venom.  A small type of laser pistol designed to be hyper concealable, able to fit inside a closed fist with only a length of barrel sticking out between the index and middle finger.  Very popular among ladies, courtiers and assassins.  Only real good for close up work though and only has an effective range of about 50 feet.
4- Dueling Torch or "Valentine".  A laser pistol that is designed to dump an entire power pack's charge, which usually provides about 25 shots, into a single, devastating blast.  Named after a famous duelist who left a trail of bodies in her wake.  They are still very common among the upper classes, but mostly as status symbols.  Using them in duels is considered unsportsmanlike, as being hit by a Valentine is rarely survivable.
5- Hamburg Pattern Blink Rifle.  One of the most reliable laser rifles in all the galaxy, the Hamburg Pattern is an ancient design that has only endured minor revisions in the intervening centuries.  Versions of it are still used by many planetary militaries, militant groups, terror cells and anyone else interested in a reliable, inexpensive firearm.  Most of the Hamburg Patterns these days are actually Mark 9, 10, or 11s, with the originals being only collector's items and museum pieces these days, though the actual differences between these rifles is negligible.
6- Crusader Hellgun.  All laser rifles have the ability to fire at half or full power as a method of conserving charge and lasting longer.  But sometimes, full power isn't sufficient.  Sometimes you need more.  That is what Hellguns are for. A Hellgun is a Laser rifle that is "tuned up" to fire more powerful shots.  The difference between the two is usually hard to tell at first glance, but it is quickly revealed when the Hellgun starts shooting.  They kick like mules and burn like whiskey, or so it is said.  This is mostly a joke though.  Hellguns don't burn like whiskey, they burn like the flames of Perdition.   

                                                          by GiztheGunslinger

Firearms or Slug-Throwers or SP (Solid Projectile).  Nothing beats the smell of gunsmoke, or so they say.  And while Blinkers are very popular, firearms utilizing the current descendents of black powder have never truly gone out of style.  These weapons are especially popular among the criminal underclass, as SP weapons usually cannot be deactivated by the push of a button, a fact that often makes it hard to shoot at the police, unless you had the foresight to hire a hacker.  Even in that case, if the police have access to your network, or a hacker who can break into it, they can switch your guns off if you're using blinkers.  Solid Projectile weapons erase that problem though.  Additionally, SP weapons are also extremely common on less developed worlds, where electricity is too expensive or too infrequent to rely on laser weapons, who have power cells that require charging.

Rules:
- Unless modified, anyone can use a SP weapon just by picking it up and using it
- Police or those with access to 21st century technology or more recently can determine what caliber bullets are and if they have the gun that fired those bullets, they can usually make the connection.  This is why criminals use cheap solid projectile guns and ditch them after using them. 
- Do base ranged weapon damage [see above].

We got a big order coming in!
1d6

1- Ripper Clip Autopistol or "zip gun" or "cutter" or "lead ladies".  Ripper Clip Autopistols are a type of pistol mostly by criminal gangs operating stolen equipment they barely understand or on worlds where the local governors are operating on a shoestring budget.  Ripper Clips are incredibly cheap, capable of automatic fire and so easy to use even a drug-addled mind can figure out how one works.  The only problem with them is that they also horribly unreliable, jamming easily and suffering from a myriad of design defects, owning to their shoddy design.  Despite this, they are still popular among some groups, as they are still dangerous enough, at least occasionally, as long as you're at close range and lucky. 
2- Megido Pattern Autogun.  An assault rifle that is incredibly common on worlds that have yet to be able to mass produce blinkers, but are not longer reliant on blackpowder and sharp sticks to be their primary weapons.  Megido Patterns are incredibly durable, made of stamped steel, designed to be simple to clean and maintain.  They aren't a perfect weapon, tending to overheat and suffering from a smaller-than-ideal catridge size, but they have served millions of soldiers well over the decades since its introduction.
3- Westingkrup Model 20 Revolver.  Despite being over five centuries old, the Model 20 is still a prized firearm, a revolver of unmistakable reliability.  These guns are famed for their ability to function under almost any conditions, as well as their respectable stopping power and quick rate of fire.  The Model 20 is still used by many militaries across the galaxy, but it is also popular among security officers, bodyguards, police forces, assassin cadres and criminal syndicates alike.
4- Khaibar Fatemaker Revolver.  The Fatemaker is the revolver most often carried by nobles and the wealthy, at least on worlds where they are expected to carry weapons.  It is a perfectly balanced and deceptively complicated weapon, its long barrel enabling it to be accurate to long distances, as well as to look incredibly stylish when held.  The Fatemaker is a lethal weapon, but it is not without its difficulties.  The long barrel makes it an excellent choice for assassins or target shooters, but it also makes it difficult to quickly draw.  That, along with its low clip size makes it less than an ideal choice for actual combat. 
5- Flametongue Howdah Pistol.  The Flametongue is a twin-barrel handcannon meant for big game hunters who failed to hit their latest quarry when it was further off.  The Flametongue is designed to be the last line of defense, firing two enormous soft alloy bullets that splinter inside the target, leaving horrific wounds and usually dropping whatever poor creature dared to get to close.  The only downside to the Flametongue is that it only has two shots, kicks like a Grox and alerts every person or creature within a square kilometer where you are.  That being said, if you actually have to use your Flametongue, you've probably had a close enough shave that you might not want to hunt for the rest of the day, or maybe, ever again.  
6- Fykos Forge Nomad Rifle.  A true example of the gunsmith's art, Nomad Rifles are created by a clan of master gunsmiths from the fabled Gunmetal City, where the finest firearms in the Sector, maybe even the Galaxy, are built.  The family that produces them, the Fykos clan, produces approximately 10 per year, making them only of the finest materials money can be and customizing each one.  Despite the fact that they are obscenely expensive, those who have had the chance to use one claim that there is no rifle more beautiful or accurate in all the galaxy.

                                            from Fallout 4

Plasma or Godfire.  Lasers are efficient and slugs are pragmatic, but when you really need something to die, there's only one real option.  Plasma weapons have a reputation for being extremely dangerous and it is one that is well deserved.  There is very little that can actually stand up to a plasma blast.  One shot from most plasma weapons will vaporize a man or reduce a small vehicle to molten slag.  The only real downside to Plasma Weapons is that they can be as dangerous to the user as to their enemies, and not just because anyone with a Plasma Weapon will be targeted by every sensible enemy within visual range, but also because Plasma weaponry is something of a lost art.  Only a few corporations know how to manufacture them anymore, with these firms zealously guarding this information and only producing a small number every year for exorbitant prices.  As such, most of the plasma weapons available are either ancient relics kept fastidiously maintained by families or organization for centuries, or a shoddier, newer model packed full of anti-espionage devices so that if you so much as breathe on the weapon wrong, it melts the internal mechanism into slag and renders the whole device unusable. 

Rules:
- Plasma Weapons instantly destroy an attempt at stealth, nightvision, give away your location and make you priority target number 1, unless there is something more dangerous on the field of battle.
- If you are wielding a Plasma Weapon and your weapon takes damage or you roll a Natural "1", you must immediately save.  On a successful save, you can take an action before the weapon discharges.  On a failed save, you don't manage to do that.  After your save, the plasma weapon discharges a blast of blistering air and ionizing radiation, doing 1d20 damage to everyone within 1d4*10'.  Plasma Weapon users know about this and if their weapon starts acting up or is shot, standard procedure is to throw the weapon and run like hell. 
- Plasma Weapons do fire damage, but ignore all resistances to it.  Plasma is so hot that only complete immunity to fire/heat damage can protect you from it.     

Of course, Sir.  It's right here...
1d2

1- Golgothan Plasma Pistol.  A weapon of purest violence, a device made to finish conflicts in a single blast.  Only hard light or force shields can protect you from this weapon.  Everything else is incinerated or reduced to a flaming slag.  The only mercy this weapon grants you is that it is quick.  No one hit by plasma lives for very long.  They are either destroyed instantly or they die seconds later, as their body realizes that half of them just ceased to exist and the rest of them is one fire, the water in their blood instantly raised to its boiling point.  The Golgothan does 1d12 damage on a hit, with the usual saves permitted. 
2- Evolan Model Plasma Rifle.  This weapon is death incarnate.  It reduces whole platoons to memory and lays waste to unshielded armored vehicles.  This weapon gained its horrific reputation in the midst of the cauldron of the Alien Wars, most especially during the Europan Campaigns, when Humanity's home system was invaded by the original settlers of the Jovian Moon.  There it was used to heat the freeing oceans of that moon to temperatures uninhabitable by the aliens, or to boil them inside their liquid-filled exosuits.  This rifle does 1d20 damage on a hit, with the usual saves permitted.

                                                      source unknown
Exotics.  This is the category for any ranged weapon that does not fit neatly into one of the other categories.

Rules: 
- They vary.  See below. 

Well, I suppose I could check the back...
1d6

1- Ion Rifle.  There has never been a robot uprising.  AI just aren't smart and robots only do what we program them too.  However, if there was a robot uprising, Ion Weapons would ensure it would be a quick affair.  These weapons are designed to fire bolts of ionizing radiation that are designed to melt circuitry from the inside, destroying computers and obliterating any data stored on them.  An Ion Rifle does 2d8 damage to robots and ignores all armor not specifically hardened against EMPs.  If you hit a human with this weapon, he must save or be paralyzed, but otherwise takes no damage. 
2- Rad Cleanser.  A weapon designed to use chemical waste as ammunition, Rad Cleansers siphon radiation off of elements or chemicals that emit such byproducts and turn it into a horrific weapon.  They are named Cleansers because a person using one can cleanse any area of any life.  Rad Cleansers fire pulsating beams of energy that irradiate an enemy, shredding his RNA and cooking his organs inside his body, causing massive cell death.  And even if the target survives such a hideous attack, which is unlikely, he will rapidly beginning suffering from radiation poisoning as a result of being hit by this weapon.  This weapon does 2d8 damage to organic tissue and nothing else, with the usual saves permitted.  Wearing a radiation suits completely negates any damage from it, provided the suit is undamaged.
3- Dartcaster.  Dartcasters are the modern descendents of crossbows and blowpipes, using compressed air to propel slivers of metal over medium ranges to bury themselves in flesh.  These darts are not nearly as fast as bullets and do not possess nearly the stopping power or armor penetration as almost all SP weapons.  To compensate for this, many dartcaster users coat their darts in toxins or poisons, to ensure the target dies.  Combine this tendency with the fact that dartcasters are almost completely silent and you will understand why Dartcasters are stereotyped as assassin's weapons.  The fact that it is often true doesn't make it any less of a stereotype though.  Dartcasters do 2d4 damage on a hit, with the usual saves permitted.  Any poison damage takes effect a round later.    
4- Cold Light Rifle.  A weapon most strange, Cold Light Lasers are  actually based on some of the first laser weapons ever developed.  In the beginning, there was a debate over whether or not a focused laser targeting one point or a single laser fired and quickly switched off, would be better.  The latter one, resulting in the Blink Weapons of this era.  Focused Lasers didn't die though, but were largely reduced to novelties and scientific experiments.  One inheritor of this ancient knowledge did manage to turn it into a weapon though.  Cold Light Lasers work by targeting the molecules they hit and holding them in place, instantly plunging them to temperatures approaching Absolute Zero.  This cools the surrounding area rapidly and not only damages any creature hit, but also robs them of their dexterity and ability to fight back as their muscles are cooled rapidly.  Cold Light Rifles and Pistols do cold damage, but otherwise follow the same rules as laser weapons.      
5- Anti-Material or Rail Rifle.  A weapon that uses electro-magnetic fields to accelerate a rod of metal at ludicrous speeds, this weapon is as simple as it is stupidly lethal.  Often derided as the 'Poor Man's Plasma', Anti-Material Rifles are associated with the planets unlucky enough to have lost the knowledge of how to manufacture plasma weapons.  However, all the jokes made at the weapon's expense is cold comfort to the person who just watched a tungsten rod punch through the side of his tank and explode, liquefying the entire crew as it did.  The only problem with Rail Rifles is that they are slow to fire and extremely cumbersome.  Only the largest men can carry it unaided and the ammunition is so heavy most users only carry a handful of rounds, as each one weighs about as much as a prize-winning pumpkin.  Rail Rifles do 2d10 damage, with the usual saves permitted, but take 1d6 rounds to reload and charge up for another shot. 
6- Hypo Pistol.  Hypo Pistols are the less lethal cousins of the Dartcaster.  They are just as quiet, but possess less range. However, they also possess the ability to not damage the target.  This, along with the ability to customize the contents of each dart means that Hypo Pistols are favored by bounty hunters and assassins alike.  Hypo Pistols do 1d4 damage on a hit, plus injecting the contents of the dart.

                                                           This is actually a cane sword.
                                                                  source unknown