Characters may come across bits and pieces of technology that don’t seem to make sense, and 100 Science Fiction Oddities has such for them to find. They may be partially broken, of no understandable use or perhaps only fragments of a larger whole.
100 Encounters for Coastal Regions (Lore 100) has 100 encounters for characters to have along the coast, some on land, some at sea. This is a conversion of the original supplement to Lore 100. You do not need both versions.
Goblin markets are strange places in Changeling: the Lost, where changelings can find strange things for sale. Buyer Beware: 10 Goblin Markets has ten such markets described, with appearance, rumours and merchants.
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The Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.
Holding on the Estate’s campuses is a facility with a variety of different cells where individuals who are dangerous, for one reason or another and including operatives who have been adversely affected, are safely kept. Though escaping from Holding is difficult to say the least, it’s said that a number of individuals have managed to do so over the years.
The Armoury on the Estate’s campus is, naturally, where weapons are kept. Most of the weapons are fairly normal, but there are some unusual ones. There are also said to be weapons that haven’t been properly figured out yet; not dangerous enough for the Vault, but still even more dangerous than a weapon normally is.
The Estate gathers many hard to find, and often expensive, books and documents on recursions in its campus library, material that predates the internet. The organisation is always looking out for more, but there are rumours that it has been sniped a number of times recently at auctions, both online and off, by purchasers outbidding the Estate’s agents at the last minute.
The Estate has been having problems with the September Project recently as the organisation’s spies inside the project have been disappearing and dying. It’s also rumoured that the Project has managed to slip a few infiltrators inside the Estate’s own campus. Though these have been caught, there are worries that some operatives may have slipped through the net.
The Estate keeps an eye on recursion miners that aren’t affiliated with other groups. Some recursion miners never call attention to themselves, but more often than not most do something that does call attention to them. It’s rumoured that the number of recursion miners who have been drawing attention to themselves has declined, and it’s unlikely this is because that the number doing attention-drawing activities has also declined. It could be that someone is making sure they don’t appear on the Estate’s radar.
The Estate pays out Morrison Fellowship Prizes to people working in any field who demonstrate remarkable talent. The prizes are used as a reason to investigate strange events to make sure they are what they are supposed to be, and as a recruitment vehicle, but it’s rumoured that a few recent investigations have gone sour, with Estate field teams being attacked, and some are wondering if one of the Estate’s adversaries is using the prizes as a cover of their own to lure field teams into the open.
The Gate House on the Estate’s campus is covered by strict security and contains several permanent recursion gates, most of which require a key or password to operate. Despite this security, there are rumours that some of the recursion gates have still been used without permission, though it’s uncertain how such could be proven to have happened.
The Recursion Lab is where the Estate studies recursion gates and related topics, including how to seal recursion gates both quickly and permanently. It’s rumoured that one of the last attempts to do so involved a technique never before used, and that the outcome of this was unexpected, and not in a good way.
The Vault on the Estate campus is where items are stored such as artefacts from other recursions brought through inapposite gates and items that translate whilst still remaining incredibly dangerous. It’s said there’s a secret part of the Vault, deep below the ground, where the really dangerous things are kept. Given what’s normally stored in the Vault, such would be items of unbelievable danger.
The Visitor’s Centre at the Estate’s headquarters is where members of the public can learn about the Morrison Fellowship Prize. The centre is located off the main campus and is staffed by people who don’t know anything about the true purpose of the Estate. Staff in the know do still keep an eye on the place and there are rumours that a number of visitors recently seem to know too much about the real purpose of the Estate, inferring from questions they’ve asked.
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Farming regions tend to be safer, but characters can still have encounters. 100 Farming Country Encounters has 100 such encounters, which can range from useful to dangerous to potential adventure hooks.
100 Farming Country Encounters (PFRPG) is the above supplement converted for use with the Pathfinder Roleplaying Game. You do not need both versions.
Abonsam Monsters are humans and animals that have been twisted by dark magic. No two are alike and 100 Abonsam Monsters to Encounter in Ifri has 100 descriptions for them.
Map – Village 3 is a hand-drawn black and white village map with a 300dpi resolution in four versions that can be used for personal and commercial use.
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This is a full length campaign for Flames of Freedom, to which we contributed. In it, the characters must track down a Viking artefact following the murder of a Freemason.
Section 9 of the Core Rulebookintroduces a number of different drugs that characters could use or encounter. Here are another six drugs to add extra mayhem and problems to a game. Some may have originated from medical or military drugs, but have had unfortunate consequences for users, even before they were brewed on the street. See Section 9 in the Core Rulebook for details on any listed side-effects.
A street knock-off version of a medical drug that is intended to stabilise a person on the verge of death. Due to its less than stringent testing and quality control, though Death’s Door can keep an individual alive, it has an unfortunate side-effect of sometimes killing the patient. It can be administered to an individual when they are in a Mortal wound state and will make Death Saves 2 points easier for the duration. However, if the patient is still in a Mortal Wound state, when the drug’s effect ends, they will need to make an immediate Death Save that is 3 points harder, due to the strain the drug put on their system.
The military has had a long interest in drugs intended to boost soldiers’ performance, but MilSpec drugs are out of reach for the average character. The same does not apply to knock-off drugs based on military designs, in this case a combat drug that was considered too dangerous to use. The drug Hulk was based on was intended to boost the strength and physical abilities of the user, and it did, but the side-effects were considered too dangerous to put the drug into production. This didn’t stop an enterprising chemist from brewing a street version of it, which increases REF by Hulk’s Strength. Like the original, Hulk causes psychotic rage and paranoia, a combination that often results in a user “Hulking out” and attacking everyone in sight.
Knock-Out is a sedative that has some similarities to the drugs used by medical professionals to render a patient unconscious. However, this is a knock-ff street version that is not as safe to use as the proper drug, though easier to obtain. The Strength of the drug is deducted from a Save vs. Sleep roll, but 1D10 must be rolled as well; on a 1-3, the recipient also takes 2 points of damage.
Smart Pill increases INT by the strength of the drug for the duration. However, once the drug’s effects wear off, INT is reduced by -3 for the same length of time as the increase lasted. In addition, Smart Pill is highly addictive and once a user becomes addicted, they no longer gain the increase of INT for taking the drug, but still suffer the INT decrease, which now lasts from taking the drug for the double the length of time that the increase would have lasted.
Sweet Dreams is a dangerous drug. It’s a recreational drug that gives a feeling of intense euphoria when taken, and rapidly proves to be both psychologically and physiologically addictive. These, despite their dangers, are not the worst side effects that users experience, though. Anyone who takes a dose of Sweet Dreams also experiences hallucinations, and these last for 1D6+1 turns. The hallucinations vary from the clearly unreal to the almost real; more users have died from hallucinating something being there, or not there, than have died of anything else. Blundering into traffic on a street that appeared empty or using a fire escape that wasn’t there are the sorts of things users die from.
Zombifier does not turn the living into the walking dead; what it does do is decrease the ability for those dosed with it to make decisions of their own and also make them more compliant to outside instruction. Its main uses are for questioning people who are reluctant to talk and to kidnap people who might otherwise resist such activities. As such, it is rarely legal and usually, outside the hands of governments, considered to be evidence of criminal intent. When a dose is administered, the recipient’s INT decreases by the strength of the drug for the duration. In addition, whenever they are told to do something or asked a question, they must make a Difficult INT check in order to resist doing it or responding. Instructions to kill themselves or others do not need a check.
Six Pack: Cyberpunk Drugs is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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