Aliens I Have Known

I love lo-tech aliens. I don’t mean aliens who wield sticks and stones, but rather aliens from old TV shows and movies who look goofy (or often look goofy). I love the creative work done by make-up artists and folks working with rubber and shiny polyester on these creatures. I’ve always appreciated old time special effects with technological limitations – nothing has taken the magic out of sci-fi and fantasy for me more than computer graphics. I used to wonder how they did it … now I know, and I wonder why with the ability to do virtually anything, they did what they did.

But let’s get back to those old sci-fi aliens – here’s a little chart of aliens I have known (or “watched” would be more appropriate). I’ll include a link to download it below. This could be used for rolling random alien encounters in a gonzo fantasy game, or just for inspiration when doing your own thing.

Oh – and those aliens from a galaxy far, far away who are too stuck up to come visit the Milky Way Galaxy – I left them out. Enjoy!

CLICK HERE TO DOWNLOAD

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Manbot Warriors!

These guys would be great for a game of Manbot Warriors. Buy them HERE.

There was no Dragon by Dragon on Sunday because I was visiting relatives in the great state of Iowa over the weekend. While I was doing that, I was formulating this, which I now present to you …

MANBOT WARRIORS
A Mini-Game by John M Stater

For 3 to 5 players, aged 13-1/2 and up (sorry 13 year olds, but you’ll understand why you’re not allowed to play this intense sci-fi RPG when you get older)

When evil threatens from the Galactic Core, the planets of the outer rim call out for … the Manbot Warriors!

Manbot Warriors was a Saturday morning cartoon that never existed, but could have in the late 1970’s or early 1980’s. It would concern a band of warriors, human minds encased in robot bodies, defending the outer rim of peaceful planets from the evils of the Galactic Core. Each episode might entail some crisis that the Manbot Brigade would respond to, from hijackings of pleasure spaceships, to the heist of the First Cosmic Bank, to a threat of planetary invasion.

The game is played by up to 5 people. One is the Game Master, who concocts an evil plot and assembles various monsters to see the plot through. The Game Master must draw up any necessary maps or plans of spaceships or secret hideouts, and must also adjudicate the game fairly on behalf of the players. He is not their opponent, per se, but rather the referee of the game.

The players must roll up their manbot characters, and then counter whatever evil machinations the Game Master has invented for them.

Rolling up a character involves rolling ability scores, choosing a class of manbot to play, choosing and rolling up skills, and finally equipping your manbot with kits.

ABILITY SCORES
Manbots are a collection of abilities and skills. All manbots have the same seven ability scores. Ability scores range from 1 to 6 (though some monsters might have higher scores).

Power (POW): Power measures physical strength.

Reflexes (REF): Reflexes measures how quick and accurate a character is.

Fortitude (FOR): Fortitude measures how well a manbot stands up to punishment.

Intellect (INT): Intellect measures a character’s smarts and mental quickness.

Willpower (WIL): Will measures a manbot’s mental toughness.

Awareness (AWR): Awareness measures a manbot’s perception and situational awareness.

Charm (CHR): A manbot’s charm is their ability to manipulate people.

For each of these abilities roll two dice and write the value of the higher dice roll next to the ability score.

CLASS
Manbots are manufactured to one of five series, called classes. These classes are named after colors, and each class carries with it a bonus and a penalty to ability scores, and determines which skills are prime and secondary for the manbot.

Manbot Black
A manbot black is designed for stealth missions, like the ninjas of ancient Earth. They reduce their POW and FOR scores by one point each (to minimum of one), and increase their REF and AWR scores by one point.

Primary Skills: Stealth
Secondary Skills: Dodge, Fighting, Thievery
Tertiary: Choose any three

Manbot Blue
The manbot blue series is designed for science. They reduce their POW and FOR scores by one point each (to a minimum of one), and increase their INT and WIL scores by one point.

Primary: Science
Secondary: Detection, Engineering, Fighting
Tertiary: Choose any three

Manbot Gold
The gold series of manbots is designed for command and control. They reduce their POW and FOR by one point each (to a minimum of one), and increase their WIL and CHR scores by one.

Primary: Psionics
Secondary: Detection, Fighting, Psychology
Tertiary: Choose any three

Manbot Green
Green manbots are designed for commando operations in the wilderness. They reduce their WIL and CHR by one point each (to a minimum of one), and increase their REF and AWR by one.

Primary: Fighting
Secondary: Detection, Stealth, Survival
Tertiary: Choose any three

Manbot Red
The red series of manbots is designed for military operations – they are warriors par excellence. They reduce their INT and CHR by one point each (to a minimum of one), and increase their POW and FOR by one.

Primary: Fighting
Secondary: Dodge, Drive, Endurance
Tertiary: Choose any three

SKILLS
Each manbot has seven skills (see above). One skill is prime, three are secondary, and three are tertiary. Skill scores range from 0 to 12. Each skill (see below) is associated with an ability score. For the prime skill, roll 3 dice and use the two highest values. For secondary skills, roll 2 dice and used their combined value. For tertiary skills, roll 1 dice and use that value.

The following are considered skills in Manbot Warriors:

Acrobatics (REF): Governs a manbot’s ability to leap, tumble, survive falls and flip over opponents.

Astronavigation (INT): Governs a manbot’s ability to navigate the stars.

Climbing (POW): Governs a manbot’s ability to climb sheer surfaces.

Detection (AWR): Governs a manbot’s ability to find clues and avoid ambushes.

Dodge (REF): Governs a manbot’s ability to dodge traps or other attacks that cover a large area.

Drive (REF): Governs a manbot’s ability to drive tanks, cars and hovercraft.

Endurance (FOR): Governs a manbot’s ability to endure pain and maintain focus despite confusion.

Engineering (INT): Governs a manbot’s knowledge of engineering and mechanics.

Fighting (POW/REF): Governs the manbot’s ability to inflict damage in combat. Melee fighting (i.e. hand-to-hand combat or combat with hand held weapons) is associated with Power, while missile fighting (i.e. shooting guns and laser beams) is associated with Reflexes.

Flight (REF): Governs a manbot’s ability to control himself in flight, or to pilot spaceships and aircraft.

Medicine (INT): Governs a manbot’s ability to provide first aid and surgery to biological creatures.

Psionics (WIL): Governs a manbot’s ability to manipulate or damage another creature’s mind, or to detect the psychic emanations of others.

Psychology (CHM): Governs a manbot’s ability to figure out a creature’s motivations and to “use psychology” to fool or manipulate and deceive people.

Science (INT): Governs a manbot’s knowledge of the sciences, including physics, biology, and astronomy.

Stealth (REF): Governs a manbot’s ability to move silently and hide.

Survival (INT): Governs a manbot’s ability to survive in the wilderness.

Thieving (REF): Governs a manbot’s ability to pick pockets, palm small objects and get past security systems, either mechanical or electronic.

Obviously, you should feel free to add additional skills as you deem necessary.

KITS
Once a manbot has his ability scores and skill scores, he can pick out the kits to equip himself. Each manbot can be fitted out with five kits. The kits are as follows:

Avionics: Avionics improve a manbot’s Flight skill by +1.

Communications: A communications kit can either be used to radio up to 5 miles away (on planet, or to an orbiting spaceship), or to jam all communications (including from other manbots) within 1 mile.

Countermeasures: Countermeasures force smart missile attacks against the manbot to add +1 to the dice roll.

Energy Shields: Energy shields force missile attacks against the manbot to add +1 to the dice roll.

Energy Sword: Energy swords deal one extra point of damage.
Fire Suppression: A fire suppression kit permits the manbot to put out fires. Putting out a fire takes 1-6 combat rounds (roll one dice).

Flame Thrower: A flamethrower forces all creatures within a cone measuring 20 feet long and 10 feet wide to succeed at a Dodge check or suffer a point of damage to Fortitude.

Grapple Fist: A grapple fist can be fired up to 100 feet, and always latches on to a surface with hand holds. It can pull up to two manbots (or the equivalent to 400 pounds) up to the grapple fist.

Jackhammer Fist: A jackhammer fist can be used in melee combat, scoring one extra point of damage against Fortitude, or to break through one foot of concrete per minute and one inch of metal per minute.

Laser Blaster: Laser blasters deal one extra point of damage to Forti-tude on a successful missile attack.

Machine Gun: A machine gun allows a manbot to make three missile attacks per round, but for each additional attack, they must roll one extra dice for their Fighting check (i.e. 3D if attacking two targets, and 4D if attacking three targets).

Mind Gem: A mind gem allows a manbot to project his mental power as a beam of piercing light. The manbot makes an attack using his Psionics score, but deals damage to FOR instead of WIL.

Psi-Helm: A psi-helm deals 2 points of damage to Willpower on a suc-cessful Psionic attack.

Repair Kit: Can be used to effect repairs on other manbots. The repair kit is no good without the Engineering skill.

Rocket Boots: Rocket boots allow a manbot to fly at a speed of 1 mile per minute.

Science Scanners: Can be used to detect radiation, life forms, and the like. The data must be interpreted using the Science skill.

Smart Missiles: A smart missile hits unerringly, unless its target can de-ploy countermeasures or makes a 3D Dodge check.

Sonic Disrupter: A sonic disrupter allows a manbot to make a missile attack using his Fighting skill that deals one point of WIL damage.

Tritanium Armor: Tritanium armor forces attacks against the manbot to add +1 to the attack roll.

CONFLICT AND COMBAT RESOLUTION
To resolve conflicts, add a character’s skill score and relevant ability score. This number is called the target. Roll 3 dice. If the roll is equal to or lower than the tar-get number, you succeed. If the roll is higher than the target, you fail.

If you are rolling against an opponent with a higher skill or ability score, add +1 to the roll. If you are rolling against an opponent with a higher skill and ability score, add +3 to the roll.

If you are rolling against an opponent with a lower skill or ability score, add +1 to the target. If you are rolling against an opponent with a lower skill and ability score, add +3 to the target.

The Game Master can also rule that there is a modifier to the roll or target based on other conditions, such as working under pressure or attacking from behind. For an advantage, add +1, +2 or +3 to the target. For disadvantages, add +1, +2 or +3 to the roll.

Psionic acts that are passive (mind reading, for example) are rolled on only 2 dice (2D).  Psionic acts that actively impact the real world or a creature’s mind (such as telekinesis or controlling a person’s actions) are rolled on 3 dice (3D). Psionic attacks that deal damage are rolled on 4 dice (4D).

COMBAT
Combat is handled in combat rounds, with each round taking 10 seconds of time. To determine who goes first in a round, each player should roll 1 dice and add their REF score. Highest roll goes first, followed by the next highest, and so on. Ties go to the combatant with the highest REF score. If there is still a tie, flip a coin.

Combat uses the conflict resolution method detailed above, using a character’s Fighting skill, and either their POW ability for melee (hand-to-hand) attacks, or their REF ability for missile (ranged) attacks.

A successful physical attack roll deals one point of damage to the opponent’s FOR score. Psionics attacks deal one point of damage to the opponent’s WIL score. If the attack roll succeeds by 3 or more points, the attacker can also impose a special condition on his opponent, such as putting him in a grapple hold, tripping him or erasing a memory from his mind.

A creature reduced to 0 points of FOR or WIL is knocked unconscious and critically wounded, and they can be killed by one more attack.

Characters can be healed with the Engineering skill (for manbots and other mechanical creatures) or Medicine skill. Light healing requires a 2 dice task check, and restores one point of FOR. Serious healing requires a 3 dice task check and restores two points of FOR. Critical healing requires a 4 dice task check and restores three points of FOR. Other ability scores regenerate at a rate of 1 point per day.

MOVEMENT
Characters walk at a speed of 260 feet per minute (or 40 feet per combat round), and can sprint at a speed of 2300 feet per minute (or 390 feet per second). A sprint can last up to one minute. Running at half sprinting speed can last up to 10 minutes. An Endurance check can double the time a character can sprint or run.

LUCK
Each character begins a game session with a Luck score of 6. A luck score can be substituted for an ability score or skill score when making checks. Each time this is done, the character’s Luck score is reduced by 1 point. Points of Luck can also be spent in place of damage to ability scores.

ADVENTURES
Most Manbot Warriors games involve an initial criminal or in some way hostile act by the bad guys, followed by the reaction, investigation and apprehension or destruction of the bad guys by the manbots.

For example: There is an explosion on an asteroid used as a radar station by some planetary authority, to alert them to incursions into their star system by potentially hostile aliens. The planet has two other radar stations – if they are both destroyed, they will have no warning of an invasion.

The manbots are dispatched to discover who bombed the radar station, and stop them from bombing the other two stations. This will involve investigation, follow-up on clues and confrontation.

The Game Master’s job would be to figure out who the bad guys are, and how their plot is meant to proceed. If the players are slow on the uptake, there will be a second explosion. If they fail to stop the third explosion, they will have failed their mission.

ADVANCEMENT
Manbot Warriors can be played as a stand-alone game, or characters can be used in multiple sessions and advanced in their abilities.

Whenever a manbot warrior survives a mission and completes it successfully, he may attempt to make two advancements, one of an ability score or primary skill, and one of a secondary or tertiary skill.

To improve an ability score, roll 1d6. If the number rolled is higher than the existing ability score, advance the ability score by one point. A manbot warrior can never have more than three ability scores at 6, and never more than five ability scores at 5 or higher.

To improve a skill, roll 2d6. If the number rolled is higher than the existing skill score, advance the skill score by one point. Primary skills can be advanced to a maximum of 12. Secondary skills can be advanced to a maximum of 9. Tertiary skills can be advanced to a maximum of 6.

Alternatively, the manbot warrior can add a new tertiary skill to his sheet, with a value of 1. A manbot warrior cannot have more than five tertiary skills.

A manbot warrior can swap out one kit at the beginning of each adventure.

MONSTERS
A monster’s threat level is calculated using the following formula: Add FOR + Fighting or Psionics (whichever is higher) + 1 per offensive or defensive kit and special ability. A value of 0 to 9 being a Level I monster, 10 to 13 a Level II monster, 14 to 17 a Level III monster, 18 to 20 a Level IV monster and 21 or higher a Level V monster.

Amazon of Ouroboros
The amazons of Ouroboros are reptilian ladies with narrow faces. They are fearless and without emotion.
LVL IV, POW 5, REF 4, FOR 5, INT 3, AWR 3, WIL 3, CHM 2; Fighting 8, Endurance 8; Energy Sword, Laser Blaster, Tritanium Armor

Android
Androids are robots that look like human beings, or nearly so. They are stronger and more logical than humans, but lack imagination. Most androids work in boring jobs, but some develop a wild circuit and head out to explore the galaxy as a robotic hobo. They attack with their fists.
LVL I, POW 3, REF 4, FOR 4, INT 6, AWR 3, WIL 3, CHM 2; Fighting 4, Engineering 8, Science 4; Communications Kit, Science Scanner, Repair Kit

Android Prime
Android Prime is a massive artificial intelligence that forms the nexus of all androids, and most computers. It moves on tank treads, and can trample (2 points of damage) and strike with sonic blasts.
LVL IV, POW 6, REF 1, FOR 10, INT 8, AWR 4, WIL 4, CHM 2; Fighting 4, Psychology 6, Science 10; Communications, Energy Shields, Science Scanner, Sonic Disrupters (2), Tritanium Armor

Celestial Siren
These beauteous star maidens actually look something like long, green worms with indistinct faces. They are capable of creating the illusion that they are beautiful women, and use their psionic powers to lure spacemen to their dooms on asteroids or drifting space hulks.
LVL III, POW 1, REF 3, FOR 4, INT 3, AWR 4, WIL 4, CHM 1; Fighting 2, Endurance 6, Psionic 10, Stealth 8

Comet King
The Comet King is a squat, unattractive man with the ability to control the paths of comets, but also to levitate and move bits of metal and earth. With his magnetic powers, he can hurl up to three bits of metal per round as a missile attack, and he can form the spinning metal into a magnetic shield (treat as tritanium armor and energy shield).
LVL III, POW 4, REF 5, FOR 6, INT 5, AWR 3, WIL 8, CHM 1; Fighting 6, Science 10; Communications, Energy Shields, Science Scanner

Crystal Killer
These monsters look like crystal statues, with glowing lights in their hands and heads. Their thick skin reflects lasers and psionic beams, so add +1 to rolls made to attack them with these means. Sonic attacks deal +1 point of damage to the crystal killer’s FOR. Crystal killers attack twice per round with their razor sharp fingers, or once per round with the equivalent of a mind gem.
LVL III, POW 3, REF 7, FOR 4, INT 3, AWR 4, WIL 7, CHM 2; Fighting 8, Psionics 8

Death Howler
Death howlers are quadrupedal monsters about the size of grizzly bears, with smooth skin of scarlet and black, fierce white claws and gnashing teeth. Each round, they can attack twice, once with claws and once with teeth. In place of an attack, they can howl, causing those who fail a WIL check (roll 2d6) to lose one point of POW and one point of FOR for one minute.
LVL II, POW 6, REF 3, FOR 4, INT 1, AWR 6, WIL 1, CHM 1; Fighting 6, Survive 10

Esper
Espers are powerful psychics with a desire to dominate other creatures. They have throbbing temples, bald heads and wear robes in weird, brilliant patterns.
LVL III, POW 2, REF 3, FOR 3, INT 5, AWR 4, WIL 7, CHM 3; Fighting 2, Psionics 9; Mind Gem, Psi-Helm

Froglodytes
The ruffians and ne’er-do-wells of the galaxy, froglodytes look like big, bulky, humanoid frogs. They wear bits of scrap armor sometimes, and fight with normal hand weapons and firearms.
LVL II, POW 5, REF 3, FOR 4, INT 2, AWR 3, WIL 2, CHM 2; Fighting 8, Endurance 6; Machine Gun

Gaseous Ghoul
Gaseous ghouls are cannibal humanoids that, when destroyed, turn into a puff of sulfuric smoke. They can reform in one minute. They attack with their claws.
LVL I, POW 4, REF 3, FOR 3, INT 1, AWR 3, WIL 3, CHM 1; Fighting 6, Psionics 2; Stealth 10

Grimdark Commando
The grimdark commandos are fierce humanoids with noseless faces and grey skin. They hire themselves out as mercenaries, and are much feared in the cosmos.
LVL III, POW 5, REF 6, FOR 4, INT 3, AWR 5, WIL 3, CHM 2; Fighting 9, Stealth 8, Survive 6; Energy Sword, Laser Blaster, Tritanium Armor

Junk Ape
Junk apes are primates that live on vast junk worlds. They are expert tinkers, and have a passion for taking mechanical things apart and turning them into other things. They look something like orangutans with blue-tinged fur and pale green skin. They make two attacks each round with their fists.
LVL II, POW 5, REF 4, FOR 3, INT 3, AWR 3, WIL 2, CHM 2; Fighting 6, Engineering 10, Stealth 3; Machine Gun, Repair Kit

Killbot
Killbots are robots designed for combat. Their forms vary, but most are bipedal and bristling with weapons. They attack twice per round.
LVL IV, POW 5, REF 5, FOR 5, INT 1, AWR 3, WIL 1, CHM 1; Fighting 10; Energy Shields, Laster Blaster, Sonic Disrupter, Tritanium Armor

Moondragon Warrior
The Moondragon Warriors are a shadowy cabal of psychic warriors who sometimes appear to oppose the Galactic Core, and other times to be aiding it. They are humanoids, and dress in long, grey robes and grey pleather clothes.
LVL III, POW 4, REF 6, FOR 5, INT 4, AWR 6, WIL 5, CHM 3; Fighting 10, Psionics 6, Psychology 6; Energy Sword, Mind Gem

Nebula the Space Witch
Nebula is the self-proclaimed Queen of Space Witches, and a major power of the Galactic Core. She is a tall, gaunt woman, graceful and elegant, in luxurious silks and a tall collar. She is usually guarded by four gaseous ghouls (q.v.).
LVL V, POW 2, REF 4, FOR 6, INT 6, AWR 5, WIL 6, CHM 4; Fighting 6, Psionics 12, Psychology 9, Science 8; Energy Sword, Mind Gem, Psi-Helm

Psiborg
Psiborgs are robots with the minds of psychics. They are dangerous physically and mentally, but their wild emotional states sometimes prove their undoing.
LVL III, POW 6, REF 5, FOR 5, INT 4, AWR 5, WIL 5, CHM 2; Fighting 8, Endurance 6, Psionics 8, Science 3 [7]; Engineering Kit, Psi-Helm, Tritanium Armor

Radiation Dragon
These massive reptiles dwell in space, soaking up the rays of stars and of radioactive materials in abandoned spaceships (usually abandoned because of the dragon) or asteroids. They can fly through space and in atmospheres, and attack three times per round, with a bite, claws and tail slap. All of these attacks deal 2 points of damage. In place of these attacks, they can spit radioactive fire in a 30-ft long cone, 15-ft wide at the base, that deals 2 points of damage to the FOR and POW scores of everything caught in its path.
LVL V, POW 8, REF 6, FOR 9, INT 3, AWR 5, WIL 5, CHM 2; Fighting 10, Astronavigation 6, Endurance 8, Flight 7, Psionics 5

Rust Viper
Rust vipers are large serpents with metal scales (treat as tritanium armor) and fangs that can pierce metal. When they do, they inject a venom that quickly corrodes and dissolves the metal, ruining tritanium armor and inflicting one point of FOR damage to mechanical creatures (including manbots) per round until repaired. Injected into a biological creature (which also includes manbots), the venom causes mild nausea and hallucinations.
LVL II, POW 3, REF 6, FOR 3, INT 1, AWR 3, WIL 1, CHM 1; Fighting 6, Dodge 6, Stealth 10

Salt Mummy of Kor
The infamous salt mummies of Kor are long-dead aliens preserved in pleather bandages and animated through dark space magic and an undying hatred for living things. They are found in ruins and sometimes on abandoned spaceships, often with a small cult of spacers or space bandits serving them, with an esper as the high priest.
LVL IV, POW 6, REF 2, FOR 8, INT 4, AWR 2, WIL 6, CHM 1; Fighting 8, Endurance 12, Psionics 9; Mind Gem

Saucer Man
Saucer men look like small, grey men with large, black, almond-shaped eyes and oversized heads. They are tremendously annoying, wanting to touch and probe everything they meet, and they have no respect for other forms of life.
LVL I, POW 2, REF 3, FOR 2, INT 6, AWR 4, WIL 4, CHM 2; Fighting 3, Psionics 4, Science 11; Repair Kit, Science Scanner, Sonic Disrupter

Shimmering Death
A shimmering death appears as a cloud of glowing, shifting motes of light. They drain the psyches of creatures, and are notoriously hard to kill. A shimmering death can only be harmed by psionics, sonic disrupters, and energy swords. They attack by enveloping a creature, who must make and Endurance check each round to avoid being stunned with fright while his mind is probed and his psyche gnawed on. Each round spent in a shimmering death drains one point of WIL.
LVL III, POW 1, REF 6, FOR 4, INT 1, AWR 6, WIL 6, CHM 1; Fighting 6, Flight 11, Psionics 8, Stealth 4

Skarbarian
The boisterous Vikings of the space lanes are raiders, pillagers, warriors, poets and spacemen extraordinaire. They wield energy axes (treat as energy swords) and go berserk in combat, attacking twice per round and ignoring wounds on a successful Endurance task check.
LVL III, POW 5, REF 4, FOR 5, INT 3, AWR 3, WIL 3, CHM 3; Fighting 8, Astronavigation 7, Dodge 8, Endurance 8, Engineering 4; Energy Axe, Machine Gun

The Slime God
The Slime God is a horrible creature, a blob of cyan slime covered with blinking black eyes. A major power of the Galactic Core, he is bent on consuming everything in his path. The Slime God can strike up to six creatures per round with its pseudopods, or try to overrun creatures and smother them (Endurance check each round or lose one point of Fortitude).
LVL V, POW 8, REF 4, FOR 10, INT 3, AWR 3, WIL 6, CHM 1; Fighting 10, Endurance 9, Stealth 12

Space Whale
These magnificent creatures look like humpback whales with shimmering black hides and brilliant eyes of star shine. They attack with their flukes and fins, striking two creatures per round and dealing 2 points of damage when they hit.
LVL III, POW 9, REF 4, FOR 8, INT 2, AWR 1, WIL 4, CHM 1; Fighting 6, Astronavigation 12, Flight 8, Psionics 5

Spacers
Spacers are traders who drive cruisers across the galaxy, trading exotic goods. They attack with handguns and daggers, one attack per round.
LVL I, POW 3, REF 3, FOR 3, INT 3, AWR 3, WIL 3, CHM 4; Fighting 4, Astronavigation 6, Engineering 5, Psychology 7

Star Bandits
Star bandits are pirates. Some operate from space cruisers, others in starfighters that launch from asteroids and planetoids.
LVL II, POW 3, REF 4, FOR 3, INT 3, AWR 4, WIL 2, CHM 2; Fighting 7, Stealth 6; Energy Shield, Machine Gun

Stone Man
Stone men look like humanoids formed of stones. They stand about 10 feet tall, and have deep, raspy voices with which they speak very slowly. Their skin is as tough as tritanium armor, and their hands can strike like jackhammers. They attack twice per round.
LVL III, POW 8, REF 2, FOR 5, INT 2, AWR 2, WIL 2, CHM 2; Fighting 6, Endurance 12

Sun Tiger of Yaoloo
The sun tigers look like cats formed of flame and light. They radiate intense heat, forcing creatures within 10 feet to pass an Endurance check each round or suffer a -1 penalty to all physical ability scores (POW, REF, FOR). They attack twice per round, once with eye beams (up to 30 feet) and once with claws.
LVL III, POW 5, REF 5, FOR 8, INT 1, AWR 6, WIL 2, CHM 1; Fighting 6, Endurance 6, Flight 6, Stealth 5

Vampiric Plant Man
A vampiric plant man looks like a thin creature with indistinct features, pale green skin and long, thorned fingers that can tear into flesh and drink blood. They attack twice per round with their fingers. Each successful attack forces a person to pass an Endurance task check or lose one point of POW to blood drain each round until receiving first aid. Lost POW returns at the rate of one point per hour.
LVL III, POW 4, REF 4, FOR 5, INT 2, AWR 5, WIL 4, CHM 2; Fighting 8, Psionics 5, Stealth 9

Volton
Voltons are large avians with leathery skin, long, jagged beaks, and 20-ft long, whip-like tails that carry a powerful electric charge. Creatures struck by the tail must pass a 3 dice Endurance check or be stunned for one combat round and unable to move or attack, in addition to suffering 2 points of FOR damage. Their tiny minds make them immune to psionic attack.
LVL II, POW 7, REF 4, FOR 4, INT 1, AWR 4, WIL 1, CHM 1; Fighting 6, Flight 8

Xodiac, Lord of Space Magic
Xodiac is an ancient wizard steeped in cosmic magic. He is a major power in the Galactic Core, commanding many froglodytes and space bandits. He travels on a boomer, seated on a golden throne before a giant crystal ball, through which he spies on the galaxy. His awareness of the future allows him to force opponents to re-roll an attack or task check once per combat.
LVL V, POW 2, REF 5, FOR 6, INT 5, AWR 5, WIL 8, CHM 4; Fighting 6, Psionics 12; Mind Gem, Psi-Helm

SPACESHIPS

These would be pretty awesome as well. Buy HERE.

Boomer
A boomer is a cruiser-sized spaceship that carries cargo, passengers or perhaps two or three starfighters. They carry three laser blasters, energy shields and tritanium armor. They move at a speed of 2 miles per minute (or 1400 feet per round), and can hyperspace one parsec away, once per day.

Saucer
These ships are operated by the saucer men. They are quick and maneuverable, and are capable of teleporting up to one parsec away once per day. They are unarmed, but carry science scanners.

Starfighter
These small, one or two-man spaceships carry a laser blaster and six smart missiles. They can operate in space or in an atmosphere. They move at a speed of 35 miles per minute (or 6 miles per round).

Zipper
A zipper is a small cargo ship designed to be a blockade runner. It is equipped with two laser blasters and energy shields. A zipper moves at a speed of 3 miles per minute (or 2600 feet per round), and can hyperspace one parsec away, once per day.

UFO – A Timely Review

Mismatched dice and a space station standing in for a rocket, but GAME ON!

As long-time readers know, I like to keep my reviews at the Land of Nod timely and relevant, which is why today I’m reviewing a game made in 1976 by Avalon Hill.

Once upon a time (because anything that begins with that phrase has to be timely and relevant), when I must have been in elementary school or thereabouts, I was digging through a closet and came across a box that apparently held a game. The title – UFO: Game of Close Encounters.

These were the days of Star Wars, but they weren’t the days of VCR’s / DVD’s / Netflix / YouTube / watch anything you want when you want no matter what. These were the days when the Charlie Brown Christmas Special was on TV once a year, and if you missed it, you missed it. Star Wars was a phenomenon, and since it was in short supply, anything sci-fi was doing pretty well. I didn’t know much about this UFO game, but it looked like it was at least in Star Wars‘ neighborhood, so I was intrigued.

The game belonged to my father, apparently a gift from somebody. My father isn’t much of a game player, and I’m not sure he ever played the game in his life. He sure didn’t play it with me. The game migrated to my closet as a kid, and then moved with me when I left home. And then, one day thirty-something years later …

“What’s this,” asks my daughter, rummaging through the closet in my office.

And I realize it’s time to end the cycle. UFO must be played.

The cover, found at Board Game Geek, of course

I get the game out and check Board Game Geek to see what I’m missing. Apparently, I only managed to lose 2 counters in all the years I messed with the game as a kid. Not too bad, and not really an obstacle to playing the basic version of the game.

The victory conditions in the basic game are pretty simple – the invading UFO player wins by landing five saucers on Earth. The Earth player wins by destroying enough saucers that the UFO player cannot win.

Game play is equally simple. The UFO player places his/her saucers around the outside of the board. The Earth player places his rockets on Earth. Each turn, players roll two dice. Each dice controls the movement of a separate piece. Pieces can move in orbit clockwise. They can move to a different orbit only along four paths, and may not change orbit or move clockwise in the same turn. If a rocket lands on a saucer, the saucer is destroyed. If a saucer lands on a rocket, the rocket is destroyed.

If the Earth player rolls doubles, he loses his turn and the Moon moves in orbit. If the UFO player rolls doubles, she may hyperspace one of her saucers to any empty space on the board.

If the Moon, while orbiting, moves over a piece, it destroys the piece. If the Moon is empty, a piece can be landed on the Moon on its own turn, by exact count. Likewise, Earth can only be landed on by exact count, but either player.

So, them’s the rules. How did the game go?

Pretty fun, actually. The strictures on movement make you think a bit, and the potential for hyperspace makes it tough for the Earth player to cover all his bases. Ultimately, you want to control those orbital paths towards the Earth, but it’s not as easy as you think, because if you just sit there, eventually the UFO player is going to destroy your rocket or hyperspace in behind you. In the game my daughter and I played, it came right down to the wire – four saucers landed on Earth, one saucer left needing a “1” to land. I got the lucky roll the dice  and destroyed the fifth saucer. Earth was saved. All humanity rejoiced.

The advanced game involves space stations and false signals on radar, and we’ll tackle it at some point. The game was pretty fun, actually. Didn’t take long, and didn’t drain the brain, so a nice way to spend a half an hour or so. Afterwards, we played LIFE (the old version with Art Linkletter on the money, of course), and my daughter cleaned my clock.

Of course, there wouldn’t have been an Earth to play the Game of LIFE on if I hadn’t stopped the saucer invasion …

Star Apocalypse

Image by NASA via Wikipedia

The universe (or should that be Universe) is going to die someday. Well, maybe – I’m no physicist – I don’t even play one on TV. But let’s assume that all the stars in the sky will someday cool or collapse, and leave a universe very short on energy. All the star empires and rogue traders will be left to scavenge what they can from self-sufficient star bases and colonies, plundering once fertile planets that are now cold and almost lifeless, etc.

In other words – Star Apocalypse.

The idea here is to combine the two gaming genres of Traveler-style sci-fi and Gamma World-style post-apocalyptic gaming. The main point would not be the gathering of power, but of just keeping ahead of the cold, entropic embrace of Death. Every alien species and human star empire and god-like superbeing in the universe is dying, and the players are just trying to outlast them.

The best rules for such a campaign would probably sci-fi rules modified to allow for scarcity and the idea that the best and brightest are gone and those who remain maybe do not understand the technology they use quite as well as they should.

Where would the adventures take place? Isolated colonies (under glass domes, of course) and star bases eager for trade, but wary of strangers (think in terms of isolated towns in Westerns), ruins of ancient civilizations, and drifting hulks (as in spaceships) in deep space. The play would often be dungeon-style – exploring a physical space and battling monsters and traps, but the drivers would be the need for supplies – energy, fuel, food and water, replacement parts for the spaceship. Of course, there could also be a meta-driver – the belief that some super-scientist somewhere built a portal that allows one to leave the dying universe for a parallel universe that remains young and vital. This Shangri-la could be the overall focus of the campaign – something akin to Battlestar Galactica‘s plot of a caravan of spaceships seeking Earth.

Just a thought – and probably not an original one at that.

Invasion of the Pod Jellies [New Monster]

While writing the new hexcrawl, I scribbled these lovely fellows out and thought folks might find a use for them …

Several (3d4) large seed pods float in the ocean here, and might be seen (1 in 6 chance) by a vessel passing through this hex. The pods are about 6 feet long and consist of a very thick, green hide (Armor Class 18). The pods should be treated as having 20 hit points. They are vulnerable to fire, but immune to cold.

Within the pod, there is a strange, gelatinous life form that, through its mental powers, can understand and duplicate any sentient humanoid. Each pod jelly picks a single humanoid to make its own, using its ESP to choose a likely candidate, and each day absorbs a portion of their being (i.e. 1d6 points of constitution damage) while turning itself into a clone or replica of that person. The pod must be within 30 feet of its victim to do this, and victim receives a Will saving throw each day to resist the effect. When the original’s constitution is reduced to zero, the clone bursts forth from the pod and the original’s body disintegrates.

The pod jellies duplicate the original’s body (i.e. hit dice and physical ability scores) and mind (intelligence and charisma scores, though wisdom is never higher than 6) perfectly, knowing all they knew and having the same general special abilities. They cannot, however, exhibit emotion or faith, and emotion based powers (such as a berserk rage or a cleric’s divine powers), are duplicated and therefore they are not possessed.

POD JELLY
Medium Ooze, Chaotic (NE), Average Intelligence; Invasion (3d6)

HD 2
AC 16
ATK Touch (1d4 acid)
MV 20
SV F15 R15 W15
XP 200 (CL 3)

These are the abilities of a pod jelly in its native form, outside the protection of its pod-like shell and before it has taken on the form of a humanoid. In humanoid form, it loses its resistance to acid, though it retains its ESP ability and can still utter a psychic scream (i.e. psionic blast) once per day, though this takes the form of an actual shrill scream as well as a mental effect.

Special Abilities: Resistance to acid

Spell-Like Abilities: At will—Detect thoughts (ESP); 3/day—Psionic blast

I suppose I need to include them in ACTION X.

What’s more frightening, the psionic blast or that damn perm?

Musing on the Design of Star Wars

Image found HERE

I just finished listening to some folks talk about Star Wars and its possible future under Disney (main take-away – how can Disney screw it up more than Lucas?). The podcast ended with the tune played by the Cantina band, and that got me thinking about the over 1940’s vibe of the original trilogy, and, more importantly, what I consider the design failure of the second trilogy. Among other problems with the second trilogy, I felt that they missed out on some design cues that might have cemented it into the same universe with the original trilogy.

Star Wars had a significant 1940’s vibe to it – it was very much a recreation of 1940’s sci-fi serials and WW2 movies – with some Akira Kurosawa thrown in for good measure. Okay – the cantina music was more 1920’s, and the 1930’s fills in as well – so maybe we’ll call it a 1920’s to 1940’s vibe. Now, one cannot remove the design of a piece, even a pseudo-period piece, from their own time and place. That makes it an interesting mix of 1920’s-1940’s and late 1970’s design (and boy, can you tell that the second and third movies were designed in the 1980’s). The “seventies meets the past” look was nothing new, really – there was a definite interest in resurrecting the 1920’s through 1940’s look in that era, with a modern twist.

Luke and Leia appear to be about 18 years old or so, so the second trilogy should be taking place about two decades earlier. What I think would have been cool, then, is to make the second trilogy look very 1900’s-1920’s.

I guess what I’m getting down to is this: What might a very “early 20th century” Star Wars have looked like? A very aristocratic Galactic Senate in old fashioned military uniforms – a doughboy vibe to the soldiers and proto-storm troopers – bobbed hair on the ladies – a little more ornamentation on things than was necessary, that transition from the Gilded Age to Moderne – more of an Egyptian style to things – a waxed mustache on Yoda. Perhaps some of these elements were present in the second trilogy.

I don’t know quite what it would look like, but it makes me wish I was an artist so I could explore the look of the thing.

Women, Cars and Spaceships … A Retrospective

While driving to work this morning, I was listening to classical music and musing on the design of cars and spaceships. I don’t mean real spaceships, of course – I mean the kind you see in movies, comic books, pulp fiction and television – the good stuff. I also started thinking about mens’ taste in women, and how the styles of disparate things tend to conflate at different times. With that in mind, I decided I was going to put together some images from different years (or small spans of years) of the top spaceship of that time, the top car of that time and what were considered the top sex symbols of that time to see if they clicked.

Here we go …

We’ll begin with 1929 and Buck Rogers. The spaceship was still in the “could have been designed by lonely housewives” era. Fairly sleek and only a few doodads stuck to the outside of the ship. For our car, we have a 1929 Duesenberg – also pretty sleek, formal and yet also sporty. Whether Buck’s spaceship had leather seats, I don’t know. For our sci-fi beauty, we have Col. Wilma Deering, Buck’s erstwhile companion and drawn as a classic beauty of the era – rounded face and graceful lips.

By 1936, Flash Gordon has burst onto the scene in the first of his film adaptations. The spaceship isn’t much different than Buck Rogers’ craft, though perhaps a bit sportier (check out the chrome!). Dale Arden, as played by Jean Rogers, conforms pretty closely to the earlier beauty standard, and the car isn’t terribly different from the 1929 Duesenberg, though you’ll note the nose is slanted back a bit.

1950 brought the film classic (?) Destination Moon. Destination Moon at least played on being hard sci-fi, though the design was definitely of the moderne period, with the sleek spacecraft. The beauty of 1950, Erin O’Brien-Moore was pretty sleek herself, and shows how tastes were changing at the dawn of a new decade. The car is a bit more compact than in the 1930’s, but in this case it looks like the spaceship designs are beginning to presage developments in automobiles.

In 1956, Forbidden Planet put earthlings in a flying saucer (guess those captured German scientists were finally earning their keep). Beauty isn’t much changed from 6 years ago, and the car, a 1956 Chevy Bel Air, is not yet exhibiting the giant fins that will grace vehicles in the late 1950’s and early 1960’s.

By 1966, Star Trek has premiered. The Enterprise is unlike any spaceship audiences have seen before, and also notable is that the sole beauty of the cast (unless you include Sulu) is a black woman! Nichelle Nichols typified late ’60s beauty – curves and tall hair. The cars are becoming more slick as well – away from the tail-fins and into the muscle car era.

The next big leap, in this case back in some ways and forward in others, was 1977’s Star Wars (you might have heard of it). For the first time on film, we get a real sense of the “starfighter” – fighter aircraft in space. Yeah, the Star Destroyers were pretty iconic as well, but you really can’t beat the X-Wings and TIE Fighters for capturing the imagination of kids in that era. Our beauty is, of course, Princess Leia (Carrie Fisher), who really found herself thrust into unfamiliar territory in her slave girl costume. The 1977 Ferrari pictures seems to have a similar profile to those X-Wings.

One last stop, and a leap forward to one of my favorite sci-fi series – Red Dwarf. Not American, and played for laughs, it introduced a completely utilitarian (and grandiose) spacecraft in the eponymous Red Dwarf. By 1994, we had maybe my favorite of all the sci-fi beauties introduced on this post – Chloë Annett as Kristine Kochanski (I like my women smart, beautiful and with a wry sense of humor) and the fairly utilitarian Rover. Substance over style in 1994 sci-fi.

Okay, there’s many more I could do – various incarnations of Star Trek, Alien, etc. I’ll leave further explorations to others.

Astro Creeps [Space Princess Monster]

Astro Creeps

HD 5 | DEF 13 | FIGHT 10 | SHOOT 11 | MOVE N | STR 5 | DEX 6 | MEN 8 | KNO 4 | DL 6

The conquest of space did not happen overnight, and it didn’t happen without a few casualties. Many of those souls who were lost in the spaceways found it impossible to slip the mortal coil entirely, their thirst for adventure and discovery being so keen. These men and women are known as astro creeps.

Astro creeps appear as space suits, usually of an old vintage. In place of faces, the astro creeps have two glowing orbs that seem to serve as their eyes. They drift through space, searching for new starships that they may inhabit (haunt, one might say) and turn to their own mysterious purposes.

An astro creep can attempt to seize control of a ship’s computer, using this control to chart a new course (usually to reach the destination they set out for when they were alive) or even to shut down random functions (life support, weapons, etc.). The chance of success depends on the size of the ship they are attempting to control:

Starfighter 79%
Shuttle 68%
Freighter 46%
Blockade Runner 46%
Corvette 34%
Star Cruiser 13%
Dreadnaught 6%

Note: Astro creeps rarely seize control of starfighters due to the cramped conditions.

Characters can use their identify and use device skill each round to attempt to regain control, rolling against a DC of 14 to succeed.

Astro creeps can unleash a piercing, manic laugh in combat, once every 1d4 rounds. Those within 30 feet of the laugh must pass a MEN test or be struck with panic, dropping whatever they are holding and fleeing at top speed for 10 rounds minus their MEN score.

Astro creeps can, at will, phase themselves through solid bulkheads and walls – moving through up to 3 feet of solid material. They are otherwise solid, and cannot use this ability to avoid being hit in combat.

My Space Lover [Random Table]

Copyright Wally Wood

You’re a red-blooded starship captain. You’ve just finished kicking some alien ass and forging a star treaty with some energy beings who possess a mother lode of ioun stones, and it’s time to hit the Pleasure Planet for some R&R (i.e. rockin’ and rollin’). You hit the infamous House of 7 Sins and what do you find, but …

PHYSIQUE
Roll on the body configuration table and then roll to determine skin, hair and eye coloration. When you’re done, roll a few “other characteristics”. And remember – this table should work equally well for males and females …

Body Configuration (Roll d%)
01-64. Humanoid
65-79. Sex-Bot
80-89. Centaur (i.e. humanoid torso, head and arms, quadruped lower body)
90-99. Mermaid / lamia (i.e. humanoid torso, head and arms, serpentine lower body)
100. Tentacle beast (uses illusion to project more normal image – roll again; if 100, then it uses no illusions)

Skin Coloration (Roll d4)1-2. Color (see below)
3. Metal (see below)
4. Special Skin

Hair Coloration (Roll d6)
1. Bald
2-4. Color (see below)
5-6. Metal (see below)

Eye Coloration (Roll d4; 1 in 6 have eyes of different clors)
1-2. Color (see below)
3. Metal (see below)
4. Precious stones (ruby, sapphire, etc.)

Colors (Roll d12; 5% chance of a metallic version of the color)
1. Black
2. Blue
3. Brown
4. Green
5. Grey
6. Orange
7. Pink
8. Purple
9. Red
10. White
11. Yellow
12. Roll Again

Metals (Roll d3)
1. Copper
2. Gold
3. Silver

Special Skin (Roll d10)
1-4. Spots (roll again for spot color, cover D% of body)
5-8. Stripes (roll again for stripe color)
9. Two Tone (roll again for each half of body)
10. Lacks skin – just musculature and a mucus membrane to protect it

Other Physical Characteristics (roll d% as many times as you wish, or roll 1d4-1 times)
01-02. Acrobat
03-04. Amazonian (height = 1d4+6 feet)
05-06. Androgynous (hey, worked for David Bowie)
07-08. Animal characteristics (feline, snake, primate, squirrel, rodent, frog, avian, bat, canine, beetle, etc.)
09-10. Antennae
11-12. Big Anime Eyes
13-14. Bioluminescent (glow corresponds to emotions, brilliant light builds as excitement builds (blinding at orgasm), chromatophores and iridophores in skin (see cuttlefish))
15-16. Cartilage skeleton (i.e. bones not rigid)
17-18. Claws and fangs
19-20. Crab or lobster-like plates over skin
21-22. Cyclops
23-24. Dancer’s physique
25-26. Devil horns
27-28. Double-jointed
29-30. Elastic body (like Mr. Fantastic)
31. Electrically charged skin (suffer 1d6 damage at orgasm)
32-33. Faceted eyes
34-35. Frog-like tongue
36-37. Full-figured
38-39. Fur
40. Gills (needs to be submerged)
41-42. Head ridges
43-44. Hermaphrodite
45-46. Hot skin
47-48. Hypno-eyes
49-50. Instinctively changes appearance to a person from your past (illusion)
51-52. Large ears (round, pointed, etc.)
53-54. Levitation
55-56. Long, supple fingers
57-58. Mental powers (emotion control, ESP, suggestion, plant memories, remove memories)
59-60. Multiple goodies (wink wink, nudge nudge, say no more eh?)
61-62. Multiple mouths
63-64. Musk glands / pheromones
65-66. No mouth (communicates telepathically)
67-68. Oviparous
69-70. Petite (height = 1d3+1 feet)
71-72. Psychoactive sweat (narcotic, stimulant, mind control)
73-74. Ritual piercings
75-76. Scales
77-78. Serpent tongue
79-80. Siren (singing, throaty voice, purring, cooing, growling, buzzing, moaning, chanting, keening (i.e. at orgasm, shatters glass))
81-82. Spider eyes (i.e. 1d3+1 x 2 eyes)
83-84. Spines on back
85-86. Suckers on fingers (or elsewhere)
87-88. Super long hair that can be moved
89-90. Tail (1 in 4 is prehensile)
91-92. Tentacles
93-94. Vampire
95-96. Vibro-hands
97-98. Wall crawler
99-100. Webbed fingers and toes

MENTALITY (Roll d20)
1. Angry
2. Combative (mating ritual is about 50% fighting)
3. Demure
4. Desperate
5. Dominant
6. Enchanting
7. Energetic
8. Fiendish
9. Haughty and aristocratic
10. Hot and cold
11. Kinky
12. Logical
13. Morose
14. Nurturing
15. Playful
16. Predatory (5% chance kills and eats mates when completed)
17. Punk
18. Scheming
19. Seductive
20. Submissive

COMPLICATIONS (1 in 10 chance of a complication, roll d10)
1. Assassin or spy
2. Blackmail!
3. Exposed to Space Crabs! See ship’s surgeon immediately
4. Extremely fertile (90% chance of pregnancy)
5. Permanent psi-link to your mind
6. Poisonous (save or suffer some sort of damage)
7. Sex implies engagement – blaster rifle marriage forthcoming
8. Sex is like love potion, fall madly in love with her or him
9. Space princess mind controlled into working in brothel … King of Space will b pissed
10. Thief

Copyright Ken Landgraf … sorry, couldn’t resist

 

Alien Booze

Star Trekkin’ across the universe can build up a mighty thirst, and there’s a good chance that the dive on Rigel-5 you just entered doesn’t have MGD on draft. Here are some other options.

Table I – Where

1. Venusian
2. Martian
3. Jovian
4. Saturnian
5. Mercurian
6. Plutonian
7. Neptunian
8. Denebian
9. Altairan
10. Cygnian
11. Betelgeusian
12. Polarian
13. Andromedan
14. Cetian
15. Algolian
16. Pleiadeian
17. Rigelian
18. Aldebaran
19. Antarean
20. Arcturan

Table II – Descriptor (roll 1d4 / 1d10)

1-1. Acid
1-2. Bitter
1-3. Black
1-4. Blood
1-5. Blue
1-6. Boiled
1-7. Brown
1-8. Bubbling
1-9. Copper
1-10. Crimson
2-1. Dark
2-2. Death
2-3. Dry
2-4. Fire
2-5. Fizzy
2-6. Frost
2-7. Gold
2-8. Green
2-9. Grey
2-10. Heavy
3-1. Jumping
3-2. Lite
3-3. Malt
3-4. Molten
3-5. Orange
3-6. Pale
3-7. Purple
3-8. Red
3-9. Rotting
3-10. Royal
4-1. Salt
4-2. Scarlet
4-3. Silver
4-4. Slime
4-5. Sour
4-6. Spiced
4-7. Spitting
4-8. Sweet
4-9. Viscous
4-10. Yellow

Table III – What

1. Ale
2. Beer
3. Brandy
4. Brew
5. Cider
6. Punch
7. Whiskey
8. Wine

Table IV – Possible Side Effects

01-04. Affected as though by male or female hormones (50-50 chance) – a noticeable change
05-08. Blind for 1d4 days
09-12. ESP for 24 hours
13-16. Fall in love with first person of opposite sex (or a reasonable facsimile thereof) that you see
17-20. Gain 1d10 pounds overnight
21-24. Grow dorsal fin and/or webbing between toes and fingers (or some other DNA snafu)
25-28. Hair falls out
29-32. Hair (green) grows on palms and tongue; falls out in 1d4 weeks
33-36. Hair turns blue or white or some other weird color
37-40. Increased intellect for 1d4 days, then weakened for 1d6 days
41-44. Increased strength for 1d4 days, then weakened for 1d6 days
45-48. Infravision for 1d4 days
49-52. Levitate for 24 hours
53-56. Lose 1d10 pounds overnight
57-60. Lose sense of taste for 1d4 weeks (5% chance this is permanent)
61-64. Memory loss for 1d4 days (per sitcom amnesia)
65-68. Overactive salivary glands for 1d4 days (sound like Daffy Duck)
69-72. Projectile vomiting (1d4+3 feet)
73-76. Put into highly suggestive state for 24 hours
77-80. Sleep for 1 week
81-84. Speak words in reverse order for24 hours
85-88. Temporary insanity for 1d6 days
89-92. Visited by pooka in form of green horse or pink elephant
93-96. You can see dead people
97-100. Emit highly flammable gases from every orifice for 24 hours