Showing posts with label Blue Oyster Cult. Show all posts
Showing posts with label Blue Oyster Cult. Show all posts

Friday, January 29, 2010

The Transmaniacon



In the wastelands of Algol the roar of Fusion Cycles can sometimes be heard...the ominous harbinger of The Transmaniacon, a gang of bikers sorcerers from an alternate Earth who serve the Lords of Change.
Clad in filthy, worn leathers and denims, arms covered in blotchy tattoos, with big steel knives on their belts or in their boots and with a lust for intoxicants and violence, the Transmanicon are rightly feared by the travelers of Algol. Their symbol, prominently featured on their vests and skin, is the the ancient Greek symbol for Kronos/Saturn.
The Transmaniacon have been raiding the wastelands for centuries and some claim that their Fusion Cycles are capable of traveling through the Outer Dark to other planes, dimensions and universes.
Although they have no known headquarters on Algol, being nomadic in nature, it is said that they have a clubhouse in the extradimensional city (and hub of the interdimensional intoxicant trade) Interzone.
In addition to their expected weaponry of knives, chains, crude clubs, firearms and the like, they are said to possess technology to release repressed rage in others. Ther are whispers that they are associated with an especially dangerous avatar of Nyarlathotep known as Flagg or the Walking Dude. It is also said that they possess an obscure translation of the Necronomicon.


Thursday, January 28, 2010

FLAMING TELEPATHS

Inspired by Blue Oyster Cult, Juicers and Borderlands.
# Appearing: 1-6
Armor Class: 5 or 9 versus mindless opponents
Movement: 12"
Hit Dice: 3+3
Attacks: flaming fists for 1-4/1-4 or by weapon with an additional 1-4 points of fire damage is melee attack
Special: - wreathed in flames, attackers striking with hand-held weapons (aside from spears, pole arms and the like) take 2-8 damage on a hit or 1-4 damage on a miss
- ignores the first 10 points of damage from heat/fire attacks and takes half damage from the rest or no damage on a successful save
- can use the ESP (as the 2nd-level magic-user spell) at will with 9" range
- can use Hold Person (as the 3rd-level magic-user spell, duration of 2 rounds) 1/day
- immune to backstabs and has no penalty to armor class when attack from the rear or flank by non-mindless opponents
- cannot be surprised by non-mindless or non-mentally shielded opponents
- surprises on 1-3/d6
- if not under the influence of any intoxicants Armor Class is 9; Hit Dice is 1; no flaming fists or additional fire damage with melee attacks; cannot use any special abilities aside from ESP 1/day
Intelligence: Very-High (insane)
Alignment: Chaotic evil
Size: Medium
In the turmoil the presaged the fall of the Ancients, there was a conflict known only as "The Psychic Wars." The Flaming Telepaths were engineered by an unknown faction of the Ancients as living weapons for The Psychic Wars.
Flaming Telepaths appear to be emaciated, hairless Humans with a mottled pink and black skin composed of burn scars and an oversize , bulging cranium. They're eyes are a featureless deep, dark blue and they have a third eye, composed of a featureless black orb, located in the center of their foreheads. They were engineered to use Stimulant Intoxicants in order to enhance their mental powers are are dependent on them to use their pyrokinetic abilities and to prolong their lifespan (Flaming Telepaths are unable to reproduce and are thousands upon thousands of years old). While under the influence of stimulants they are able to use mental powers including the pyrokinetic ability to wreath their bodies and weapons in flames.
Flaming Telepaths lurk in the wastelands where they use ESP to probe travelers, primarily in search of stimulants. They prefer to inject stimulants into their third eye.
Particularly powerful Flaming Telepaths may possess additional mental powers, especially those of pyrokinteic nature.