Saturday, 18 February 2017

More Cthulhu Portraits

 









































Sadly the most popular post I did was a sheet of character pictures for Cthulhu so here are a bunch more plus the original. A bit honky will have to get some more d. Will try to find some more working class too and some older women as mysteriously my files dont have as many old women.

Sunday, 12 February 2017

d100 Interzone Encounters for Murder Highway



Ooh got a long Roadwar game friday..... so new content from my to do list. This could be for a cyberpunk game too.

I am working on a compilation of all my roadwar and have some art but I have at least ten more sections. Xor is at stage where im refining and editing text and needs little new content.


Surrounding the great sprawling cities of Sydney and Melbourne are increasingly desolate wastelands. Around the walled cities are the Slumburbs. Remains of the old suburbs filled with mostly unemployed and criminal classes, Then there is the Interzone. A semi controlled space mostly between the electrified razor wire zombie fences and the huge concrete defensive walls protecting the real city. Inside the real city law is absolute and only those employed by corporations and their spoiled families are permitted. The CBD is a luxury paradise mall megaplex, a playground for the rich that death racers will seldom see unless they make the A-league. Air transport is prefered for most important goods by airship freighters or hypersonic aircraft launch from the urban zone, allowing the rich to never soil themselves or see the poor.

Interzone is more interesting. A chaotic hive of criminals, corporate agents and lawmen. A maze of cyclone wires, cargo containers, cables, warehouses and garbage. Where shifty deals and black ops are commonplace. Factories and common industrial workers are commonplace. The workers are expendable casuals many who live in the sprawling slums. Many technical staff live in tiny cargo crate apartments or factories dormitories. Managers live in the city. Many who live in the interzone in industrial facilities not allowed within city walls.

Most of the Interzone is inside superstructure of the walls. The sky is seldom seen. Metal girders, frames, metal walkways and stairs cover walls. Air and drain lids and metal staple ladders are common. Many spaces are poorly lit with areas public gather in are the best.

Many death races start from such areas. Garages and transport bays for cheap land transport are based within interzone. Bus depots, truck stops, parking garages, auto factories are all  based in the Interzone. Some rail lines especially coastal lines and underground trains still function and stations are operated from the Interzone also. Most rail lines in the wasteland have been destroyed by gangs and have been abandoned. These yards and abandoned factories within Interzone are full of gangs and unregulated persons. Occasionally rumours of plague carriers and zombies bring in the clean squads to kill everything but the inhabitants know where to hide.

Possibly there are ways under the walls in sub tunnels but they are dangerous, with bars, fans, toxic waste, steam and boiling water. Black market dealers can provide temporary false ID. Rumour has it gangs in the abandoned districts might help you for a fee. Corporations can provide temporary passes. If your rich enough or famous with a sponsor you might buy citizenship. Yoy could also lose citizenship if you are broke or contaminated.

The law operate several huge districts for highway patrols. Plainclothes secured compounds and seized goods take up acres of warehouse space. Customs operate their own district and who gets in and out. Private security corps also have compounds. The military operate forts with barracks and weapons to fight zombies and occasionally corporate security when tax evasion or emergency nationalisation of assets is required.

While crime and scams and fights do break out in the Interzone no participants want the ultimate force on hand to eliminate all combatants on hand. Elite armed forces, choppers with miniguns and even drones can be called in to end a fight. A few stray pistol shots might be ignored away from a secure point.

"Now mind your business and don't make any trouble while your here. Otherwise you might never be let back in or you might never leave"

d10 Interzone Districts
1 Secure Checkpoint - for personel with metal detectors, xray baggage scanner, drug dogs, APC
2 Secure Gateway - for vehicles, gun turrets, truck weigh post, car traps, combat troops
3 Truck Stop - full of trucks, diners and garages, death race teams and sanctioned op bases
4 Redlight District - prostitutes, casinos, nightclubs,  street stalls, black markets and drug dealers
5 Warehouse - most secure corporate storage, some more run down with squatters and gangs
6 Industrial - factories, work shops, refineries, sweatshops, recycling plants and worker barracks
7 Residential - apartment blocks, shanty towns, homeless shelters, street sellers,
8 Law Enforcement - secure bunkers, compounds, barracks, motor pools, airfields, prisons
9 NoGo - fenced off areas with wrecked cars and buildings, law shoot intruders on sight
10 Abandoned - ruined rail yards, empty factories, burned buildings, garbage dumps,

Just because I didn't do this for Slumburbs before and i like it....

d10 Slumburb Districts
1 Shopping - decaying shopping malls, rows of shops, produce markets, black markets
2 Parks - overgrown parks, with rusty playgrounds and feral children, gangs playing sport
3 Ruins - housing areas often burned and wrecked, crawling with feral gangs
4 Ghetto - densely populated apartments and houses, with additions built with garbage
5 Gangland - gang districts, often fortified and lawless, burning oil drums in street
6 Waged - housing for corporate workers who work in interzone factories
7 Boxtown - homeless humpies, shacks and shelters built from garbage for semi homeless
8 Sprawl - a expanding new highly dense antonymous slumbland independent of city
9 Public - ruined remains of community centres, hospitals, schools, gyms and other facilities
10 Agricultural - reclaimed as farm land with poly domes and crops, usually well guarded

"Crikey this place is crawling with coppers and crooks"

Basic Interzone Breakdown
Choice Vehicles - Cars in interzone tend to be new models or refurbished old models and look clean and highly decorated. Scooters and bycycles common for working residents. Police vehichles like patrol cars, interceptors and APCs are common. Unkept filthy wastelander cars are refused entry frequently or admitted temporarily for repairs only
Vehicle Arms - many vehichles well armoured, machine guns and more advanced modern weapons available but in fact almost any weapon can be found in black market or corp or military compounds.
Weapons of choice - pistols are common arms among commoners as are knives. Mostly oficial lawmen or security use machine pistols or SMGs or bullpup assault rifles. Tear gas grenaides and other chem agents are frequently employed in riots or cleaning out abandoned areas
Food - more modern and international cusine is popular here compared to outsider slumbs. Very little food resembles anything natural food. Most poor eat soylent, algae and yeast based foods with added nutrients. Truckstop diners stock hamburgers and vat grown meat as may riggers reward a cross country haul with a big budget meal. Beer and boxed wine are popular and homebrew and still mad hard liquor popular. Better food is found outside the zone.
Tech - mostly clean, modern and working order but rundown increasingly in worker habs and abandoned areas
Dress - uniforms and overalls and high vis work wear are common. Helmets and work goggles, knee pads are common. Heavy protective coats common and bullet proof vests or flack armour common with lawmen. T-shirts and track suits are common casual wear. Fine fashion or feral wear stands out. Abandoned areas are increasingly feral.
Hair - short back and sides and shaved heads common with law makers and workers and lice outbreaks in worker housing make clean shaven an advantage. Lots of truckers and older engineers like big beards. Trendy hair or gang cuts stands out. Ferals in the abandoned areas increasingly punk or with dreadlocks
Footwear - industrial work boots and sneakers mostly

"What a bunch of stuck up pigs bastards"

d10 Occasional Locals

1 Riggers and truck crews in work gear, usually struggling business owners and contractors
2 Factory workers in uniforms with tools mostly residents from corp apartments or outside
3 Shifty criminals lounging about looking for deals, often representing gangs or syndicates
4 Prostitutes strutting about dressed to impress, serving all tastes and the best dresses
5 Urchins scarpering about cracks and spaces, many living on the streets
6 Police or security on patrol looking for trouble makers or performing search and seizures
7 Corporate class managers, suits and investigative agents touring corp interests
8 Ferals from abandoned areas or on day passes for business, usually tring not to stand out
9 City visitors slumbing it for business or curiosity standing out in their CBD fashions
10 Freelance agents including sanctioned ops or undercover agents here on business

"What the hell is there to do round here mate?"

1d10 Quick Interzone Antics
1 On their way to work
2 On their way to somewhere to eat and drink
3 On the job in public working on something
4 Criminal or corrupt behavior, gambling most common
5 Publicly arguing d4 1=sport 2=law 3=TV 4=bets
6 Publicly drunk or smoking or abusing drugs
7 Fight breaks out d4 1=murder 2=shootout 3=robbery 4=gang fight
8 Public Gathering d4 1=strike 2=riot 3=kangaroo court 4=angry mob
9 Watching TV d4 1=sport 2=death race 3=disaster 4=election
10 Public games 1=aussie rules 2=cricket 3=beer drinking 4=shooting

Sport mostly cricket or Australian rule football or rugby, soccer big with non anglos
Ladies sports catching on but actually Netball most played sport in Australia

"So where do we go to get bloody pissed around here"

d100 Interzone Encounter
01 Miserable workers loading into huge elevator to work
02 Police searching people in the street
03 Gangs have a quick shoot out then flee
04 A man is stabbed in street and attacker flees bleeding victim
05 Protester complains about unfair conditions makes a speech then flees 
06 Police beat a person in the street with truncheons
07 Famous death racer signing autographs
08 Street urchins fleeing cop run down a drain
09 Police gun down armed terrorists in the street
10 Mob have rounded up a mutant and call for hanging

11 Everyone talking about latest death race
12 Everyone drinking and cheering about sort result

13 Mob form around bare knuckle boxers and make bets
14 Urchin throwing shit at security guard
15 Suit wearing managers with security detail on tour
16 Under cover cops shoot criminal in street
17 Priest gives speech warning about apocalypse
18 Old hysterical drunk complaining about tentacled thing in drains
19 Man with no limbs begging
20 Man selling car parts from box in street
21 Drug dealer asks if you wanna get high
22 Prostitute asks if your lonely
23 Suit jumps from upper pylon of superstructure to death
24 Deathrace recruiter from C-grade league asking 
25 Man selling plague antidote claiming a secret of corp classes
26 Eyes staring you from air vent in wall
27 Bounty hunter dragging captives
28 Security guard watching taped off crime site
29 Woman with child begging
30 Man selling bootleg 8-track cassettes and reel to reel tapes and beta tapes
31 Junior suit selling income and health insurance
32 Police with dogs searching for drugs or bombs
33 Several mechanics with signs looking for work
34 Farmer recruiting road warriors to battle a gang
35 Mobsters intimidating a rigger to haul dodgy goods
36 Huge rats run among crowd starting a panic
37 Cyborg war vet telling stories of the zone wars
38 Legless road warrior collecting money in tin cup for new legs
39 Accident with emergency crews, ambulance and crowd
40 Cigarette company girls giving away samples
41 Worker knife fight with crowd cheering
42 Hunter posing for photo with mutant animal kill strapped to car hood
43 Riot breaks out over poor food quality or beer shortage
44 Biohazard troops and medics make spot blood scans for plague carriers and mutants  
45 Woman handing out photographs begging for help finding loved ones
46 Family with bags evicted with security herding them to slumb gates
47 Deathreace fans from CBD taking photographs 
48 Japanese and American tourists with video beta hand cameras
49 News crew trying to film every day life between walls
50 Police arguing with prostitutes
51 Off duty police and security and military drinking beers and telling stories
52 Police transporting chained prisoners
53 Police confiscating drugs and firearms from gang
54 Street cleaners scraping up a dead body
55 Sounds of dozens of revving engines cheer crowd
56 Mutant dog chasing urchins, crowd panic and scatter
57 Police moving trolleys of body bags from sweeps in abandoned districts 
58 Crowd and media following soap opera star
59 Cyborg vets playing two-up and drinking beer
60 Corporate recruiters looking for workers in outback compound
61 Samples of new protein bars being given away by market researchers
62 Security drones fly overhead
63 Scrawny dogs following hotdog cart
64 Ratburger stall with crowd gathering, burgers almost out 
65 Public vehicle auction with excellent price
66 Public auction of seized tins of spam from $100 starting price eack
67 Factory Manager making speach to angry mob
68 Scab labour being harassed by striking workers
69 Strikers fighting security at factory gate entrance
70 Roo shooters selling mostly contaminant free meat from back of truck
71 Police warning public of serial killer seen living in air ducts
72 Preacher of new puritanical cult recruiting settlers
73 Protesters complain about new security measures
74 Mob demanding manager be hung for terrible behavior
75 Protesters complaining about corporate threats of cloned labour 
76 Mad homeless man ranting on soap box about mammon
77 Clerk selling orphans to company labour managers
78 Robot runs over child and mob tear it apart, child ok
79 Politician kissing babies and giving away cigarettes
80 Prisoners attempt escape and are shot by guards
81 Ferals attempt to flee police and are shot
82 Man selling second hand clothes from CBD
83 Gang leaders having public discussion with crowd
84 Union leaders argue with corporate reps and managers
85 Protesting worker preaching go slow and sabotage workplace 
86 Game hunters preparing expedition
87 Settlers preparing to re colonise outback
88 Road train of trucks preparing to cross wastelands with escort
89 Postal delivery handing out packages
90 Scientists looking for escorts for wasteland expedition
91 Child catcher with cage of feral children
92 Police snipers fresh from abandoned and Nogo districts
93 Flag waving thugs clash with protesting filthy hippies
94 Temporary lock in, all gates closed
95 Police evicting all unemployed and ferals to wasteland gate
96 New police cyborg or drone on patrol
97 Gene mod humanoid dog men being field tested by police
98 Bio dress troops spraying chemicals for public health
99 Bio dress troops spraying anyone they assess as filthy or looks like from wasteland
100 All you can drink and smoke party with low entry price put on by union

Friday, 10 February 2017

d100 Romantic Fantasy Love Interests






































I did several of these for super hero gamers in the past (3) and could do another. I thought a fantasy version would be handy for love interest spawned adventures. This table is made to be gender neutral. I have lady knights in my setting. This is a good table to roll for everyone between adventures possibly with carousing tables or as a alternative for less grubby adventurers who seek romance rather than wizard clap and gambling debts.

Im a bit drained by heat, moving (still a few weeks off but all booked paid, lots of contracts don, etc. have some bonus work coming week and as temp has been 40c and dry for Sydney (47c in pt august SA) air con work sounds pretty good. I'm feeling pretty happy about move and the lower less dodgy landlord culture and less vermin in Adelaide. I have a pool for the heat and probable social opportunities. Mentally I'm pretty good and arthritis well behaved.

Sadly im still nabbing hero clix, got a rubber mars attacks battle map (i can use with hero clix too with mars attacks buildings), got a copy of One Ring RPG as a gift.  Got ten sets of 2d6 different colours just to do machine gun and assault rifle combat in my BRP games like my roadwar game. Found uncle scrooge comics as old as me from early 70s. A few comics too as I am nabbing all the dc marvel B&W comps still in shops. Most of this was so cheap too hard to say no to. Playing Carmageddon and Warlords on PC as ive been cooped up for a few weeks since work ended. Ive had so many going away things last year that im just avoiding most ppl and games. Once you give up a time slot gamer are pretty quick to replace them.

d100 Romantic Fantasy Love Interests
01 Rural class
02 Townfolk class
03 Criminal class
04 Merchant class
05 Military class
06 Noble class
07 Church class
08 Magician class
09 Non human
10 Supernatural


d100 Romantic Fantasy Love Interests

01 A young farmer catches your eye but they are wary of your kind
02 A common rural tavern worker strikes your fancy but their creepy parent not pleased
03 A seasonal farm labourer who has traveled far invites you for a drink
04 A attractive youth invites you to a party but it is full of sleazy hipster flagellants 
05 A attractive young shepherd is lonely and invites you to join them for a picknick
06 A youth who plays a instrument invites you to hear them play in the woods
07 A kindly attractive youth seems interested but has strict religious parents watching
08 A attractive youth keen to spend time with you but has d6+4 over protective siblings
09 A shy youth smiles sweetly at you bat has abusive cruel parental taskmaster
10 A striking youth finds you attractive but family are secret cultists wary of strangers 

11 A cheerful youth invites you to tavern, they have a revolting life span reducing job
12 A handsome militia guard offers to show you a good time and keep you safe

13 A shy house servant keeps bumping into you while running errands  
14 A cocky homeless youth selling stuff from a pushcart keeps making saucy comments 
15 A hard working cook sends you tasty commoner treats and packed lunches
16 A hardy labourer whistles at you while working on building sites
17 A burly butchers lad sends you pig trotters and head cheeses of finest quality
18 A rat catchers apprentice avoids talking work but quite charming, probably not were rat
19 A junior scribe sends you poetry and has been drawing you from afar
20 A aprentice print maker sends you slightly flawed prints, studios main work is filthy porn
21 A shifty hooded youth has nice used goods for gifts, member of a bandit gang
22 A charming youth is a gang leader with a small army of street urchins 
23 A well dressed commoner regales you with amazing stories actually in the beggars guild
24 A sharp tongued youth interested in you is actually a member of the assassins guild 
25 A armed youth asks you about a past follower member of bounty hunters guild
26 A well to do suave bastard is actually a thief guild member and spy
27 A fancy dandy is actually a professional duelist who picks fights for a living
28 A young larikan performs slieght of hand tricks and is of course a thieves guild member
29 A professional seducer and con artist decides to prey on adventurers for easy gold
30 A attractive prostitute develops a unprofessional attraction to the adventurer
31 A well dressed youth of a merchant house sends gifts of embodied handkerchiefs
32 A rakish youth of a merchant house invites you to a party in a private club
33 A noble you invites you to a inter family horse race which tends to end in a riot
34 A rascally youth of a good guild family invites you to a secret sewer pit fight
35 A mysterious foreign trader treats you like nobility but trades in slaves and drugs
36 A older but wealthy merchant clan head sends you gifts and letters 
37 A older wealthy merchant seeks marriage for legal reasons mostly 
38 Attractive youths of rival merchant houses compete for your hand till the bloody end
39 A grubby but welcome exporter of goats demands you marry them goes mad if refused
40 A creepy guild master offers you taste finest wine ladened with a love potion
41 A attractive knight declares love for you and demands a quest to prove their love
42 A weary old war hound seeks to retire with wealth and seeks a unconventional partner
43 A important officer seeks your hand but has covered up a terrible massacre
44 A important officer seeks your company but they love conflict and war
45 A old knight wants you to marry into his clan to improve the bloodline
46 A charming officer seems attracted to you but is actually a foreign agent
47 A wild frontier commander with a brutish gaze monitors likes you but is a werewolf
48 A charming and sophisticated knight admires you but is a member of a cult
49 A romantic knight tries to seduce you and declares you to be their one true love 
50 A war weary knight invites you to their lonley keep on the moors
51 A attractive noble seeks your hand but manour has corpses of last marriages hidden
52 A stunning noble likes you but their family are cursed and live in a haunted manour
53 A noble youth enoys your company but family want them dead for the inheritance
54 A eccentric decadent youth craves company but wicked cultists seek to corrupt them
55 A noble youth likes you but family in sprawling manse are mad wizards
56 A noble youth finds you attractive and parents now want you dead
57 A noble youth invites you ta a fancy ball full of fancy snobs and local rulers
58 A noble youth invites you to a posh garden party  as a novelty guest
59 A noble youth stabs someone hurling vile abuse at you defending your honour
60 A foreign ruler sends you exotic gifts and invitations to join them
61 A nun or monk has been admiring you and writing of your deeds, they might be tempted 
62 A member of the clergy has become tempted by you despite the church not approving
63 A religious student is obligated to be celibate but has become sorely tempted
64 A druidic holy person invites you to cavort with supernatural sylvan festivities
65 A holy person invites you to perform public fertility ceremony on a high holy day
66 A corrupt old holy person seeks you to be their secret lover and sends you gifts
67 A holy person from a sect allowing marriage is interested in courting you
68 A paladin or holy warrior of a sect deems you a worthy partner with only a few changes
69 A cleric has renounced their holy vows to pursue you and will go crazy if rejected
70 A priest of a evil cult invites you to be their consort and engage in evil rites
71 A scruffy young apprentice has been following you about clutching their robes 
72 A talented young apprentice has been studying you and has fallen madly in love
73 A sleazy young wizard has decided who to use their charm person spell on
74 A elderly wizard has decided you are their dream lover and will try to possess you
75 A wizard wants to buy a cube of your flesh for no particular reason, honestly
76 A wizard offers to grant your wish within their power for your hand
77 A wizard offers you potions and magic for you to be their lover
78 A wizard is going out with someone who looks just like you made with magic
79 A wizard has decided to kidnap you so you will learn to love them in a dungeon
80 A wizard promises to destroy your friends or a town if you dont marry them

81 A dwarf noble offers your parents iron ingot and weapons for a betrothal
82 A earthbound elf loves you and is bannished from people for this forbidden love
83 A well of hobbit with a huge pleasure burrow offers you to be lover
84 A gnome offers you gems, gold and magic item to be live in lover
85 Attractive love interest is actually a doppelganger agent of evil
86 Passionate attractive love interest is actually a lycanthrope
87 A half orc declares you to be one true love but prone to furious rages if rejected
88 A beast person from the wilds is attracted to your scent and has been following you
89 A shape shifting dragon in human identity decides a dalliance with you would be fun
90 A humanoid king has fallen in love from afar with you will try gifts then kidnapping
91 Attractive love interest is a shape shifting spirit folk, kin to plants or mountain or river
92 Attractive love interest is a shape shifting spirit folk, kin to animals type
93 Attractive love interest is possessed by a spirit who fell in love with you and took a body
94 Attractive love interest is a a spirit who lives in a painting and exits to see you
95 A lich has seen you in his scrying pool and now wants to trick you into being their mate
96 A elemental abhuman from another dimension saw you through a portal and loves you
97 A half demon or devil changeling has decided you are their true love
98 An attractive elf from the other side offers you eternal life in elfland if you marry them
99 An angelic being or arkon or deva fall to earth for unholy love of a grubby mortal like you
100 A deity in disguise really wants to have way with you which always produces a baby

Dam i forgot to include a Tako or mer noble seeks love with you as a possibility

Wednesday, 8 February 2017

Dungeon Pheromone Types





































Lampreys
Started reading about this when saw doco on lamprey infestation of the great lakes and how pheromones helped beat them. Developing things that attract females and others that scare them made a push pull plan that helped beat them. After reducing fish stocks by 90% the slimy horrors had to be stopped. If only people had thought of eating them like Romans did who depleted most of them in Europe and possible farmed them (how they fed them i don't know). Ive used lamprey men in dungeons so this might be handy....

Xor
In my Xor setting pheromones are a common potion type and often keyed for specific purposes so a d100 table will be provided below of interesting ones. In other settings pheromones and scent based chemicals could be useful. Planet Psychon would work fine.

Druids and animals - 
pheromones as text
As I wrote about along time ago Druids learning animal languages can also read animal scents and possibly some skilled hunters might do this to a lesser degree. Scent marks are like writing for animals or at least graffiti. A fluent animal scent reader can identify the gender and health of scent maker and can tell if they are a dominant pack member and how big there territory is and how often they patrol. It could be annoying that your cat man follower rubs himself on every door frame and pisses briefly every intersection but they sure know when they come across their own or others scents which can be handy.

Goblins could be 
pheromones sensitives
They leave territorial scents and even barracks might be scented for goblin caste or status. When a goblin tribe reaches a certain size the chief develops more HD and his immediate elite followers grow bigger. Possibly hobgoblins and bugbears develop or pheromones in a concentration cause goblins to become cannibals and then  morph into new forms. Goblin creches might release a calming effect to stop cannibalism. Goblin tunnels might have chemical trails marked for long trecks and trade routes. A well traveled trail feels safe. A weak one way trail scares goblins as it might be a monster lair.  Concentrations of goblins might effect their aggression or reproductive 
pheromones. Some pheromones might trigger mutations or adaptions to new environments. When you kill goblins their blood gives off pheromones that warn others making them retreat women and young and enraging leaders and warriors. Being covered with their blood might make things worse. Elves might manipulate goblin pheromones to enslave them or settle them as barriers between elfland and human lands. Elves might control their aggression and breeding output or use to mutate certain strains. Possibly demons or chaos things might manipulate goblins this way. Bugbears and hobgoblins odours might make goblins submissive or wary.

Some Common Pheranome Types
Necromones - released on death makes others afraid (or other species hungry)
Calming - makes species relax, possibly released when submissive or mothers 
norsing
Trail - like ants might leave markers, common trails read as safe, one way as risky
Territorial - mark borders of a territory of group or a gender or individual
Royal - leaders produce scents to command their followers
Sex - arousing odours or signals to atract mates
Signal - modifies behavior typically makes more sexually receptive or defencive
Primer - trigger physiological developments or mutations 
or suppress others from breeding
Epideictic - tell other females not to lay eggs or breed here
Alarm - alerts group to danger some might be specific like fire, intruder, boss in danger
Aggression - makes colony ready for war, flood, or disaster
Aggregation - makes come together for breeding or other purposes
Releaser - alters behavior for example mother rabbits use to make babies nurse
Recognition - detect own tribe or detect close kin to avoid inbreeding
Marking - mark some eggs as queen and others as drones or other uses

Hostile Species use of pheromones
Some species use pheromones to disguise themselves and infiltrate a colony
Some might alter behavior of a colony for own game
Some might use as lures for traps
Follow prey trails or set up ambushes on trails
Prey may recognise and fear predictor scents
Parasites rewire prey to be attracted to predator scents to pass themselves in food chain

Physiological Changes From 
pheromones
Plants if alarmed might produce toxins or tannin to make themselves taste bad
Mole rat queens suppress puberty in other females so only they breed
Colonies might produce specialists like more soldiers or specific workers

Pheromone Potions
Alchemists might be able to extract pheromones and possibly shamans especially non human ones might be able to make or uses a few types of pheromones. A druid being a shapeshifter would find it easier to create potions based on their first hand knowledge. On Xor or Psychon specialist pheromone potion users would be more common. Some creatures might leave scent trails or musk or urine or feces or organs like glands that easily make potions. Tears, sweat and other fluids might be source of potions.

Potions vary in prices from cheap from wild shamen and druids who use them often, but mostly they are rare and expensive. People apply them to themselves or near dungeon air intakes. Scent carries at least 100 yards in a dungeon and becomes intense to recipients to within 30 yards. When applied outdoors the air may carry the scent up to 100 to 300 yards or more but if the air is still or the wrong direction only about 30 yards. Outdoors intense reactions are only 10 yards. Recipients might get a save with milder contact but none with intense dose. Some especially primers need contact. Royal types need to be eaten.

Versions that effect animals work on normal size and giant size versions or beast men versions and possibly magical hybrids

Potions are highly refined and function differently to natural pheranomes

Feel free to replace species rolled with something similar or suitable for environment


Very Common Potion 30gp
Common Potion 100gp
Uncommon 300gp
Rare 500gp
Very Rare 1000gp

d100 Pheromone Potions
01 Goblin Necronomes make them uncomfortable and start to flee and reduces morale
02 Hobgoblin Necronomes make them violent and warlike with bloodshot eyes
03 Bugbear Necronomes make them hide and prepare ambushes
04 Mindflayer Necronomes make them wary and begin to retreat or hide and call for minions
05 Lamprey Necronomes make them retreat even jump out of the water in blind panic
06 Shark Necronomes make them hungry and look for corpses to eat
07 Goblinoid Calming agents cause them to be more interested in grooming or socializing 
08 Owlbear Calming agents make them fluff up and sit in nests or have a dust bath
09 Rust Monster Calming agents make them feel sated and curl up into slothful state
10 Carrion Crawler Calming agents make them slow into a torpor and lose appetites

11 Gelatinous Cube Calming agent makes them slow to a halt and not react to motion
12 Ochre Jelly Calming agent makes them stop and flatten into bubbly jelly pools

13 Ant Calming agent stops colony states of alarm or aggressive making them sit still 
14 Ant Trail can be used to lure ants into traps or slow them with complex crossings
15 Termite Trail is used to lure termites to wooden structures as act of sabotage
16 Slug Trail makes other slugs stop to eat the trail to see what interesting things rivals eat
17 Carrion Crawler Trail makes other crawlers follow in hopes of stealing rival victims
18 Gnome Trail makes gnomes follow the trails marching in line and sing songs 
19 Green Slime Trail lures the slime away to somewhere dangerous to it or a container
20 Feline Territorial scent makes them avoid areas if extracted from larger cats or group
21 Canine Territorial scent makes them avoid areas if extracted from larger pack or animal
22 Bee Territorial scent makes them look elsewhere but might make them prepare for war
23 Kobold Territorial scent makes them rush home and tell chief who sends envoys
24 Orc Territorial scent makes orcs wary, some scout area while rest rush home 
25 Goblin Royal jelly makes a goblin change into a sub chief and a further dose 
26 Bee Royal jelly makes a bee grub grow into a fertile bee queen 
27 Ant Royal jelly makes a bee grub grow into a fertile ant queen 
28 Termite Royal jelly makes a bee grub grow into a fertile termite queen 
29 Dinosaur Royal jelly makes dinosaurs grow extra HD if fed to as baby
30 Leech Sex scent attracts aroused leeches to swarm on target 
31 Goblinoid Sex scent makes goblins constantly aroused and think about horny
32 Hook Horror Sex scent makes them seek a mate, without one they tear themselves apart
33 Beholder Sex scent makes them slobber and drool crying out for a mate
34 Grell Sex scent makes them seek source and entangle it and become aroused 
35 Tiger Beetle Sex scent makes beetles drag chunks of meat to source to seduce a mate
36 Unicorn Sex scent makes unicorns more attracted to virging human females
37 Goblin Signal makes tribal members start cannibalising elderly and weak members
38 Baboon Signal makes lady baboons butts swell up and attract males 
39 Dragon Signal makes them crave humanoid virgins to eat to stimulate their reproduction
40 Owlbear Signal makes owlbears shuffle about on all fours and rub their butts on walls
41 Goblin Primer makes goblins have a chance of mutating into hobgoblins
42 Hobgoblin Primer makes hobgoblins have a chance of mutating into bugbears
43 Hydra Primer makes them grow a extra head
44 Dragon Primer accelerates their development into next growth stage after a binge of food
45 Ogre Primer triggers mutations that make them more hideous 
46 Faun Primer changes them into more magical satyrs
47 Locust Primer changes them into larger (+1HD) carnivorous (d6) cannibal specimens
48 Orc Primer changes orc into a leader which might lead to inter tribal conflict 
49 Slub Primer changes slug to larger +1HD version
50 Troglodyte Primer changes them into a leader type with extra HD
51 Displacer Primer turns a panther into a displacer beast
52 Gnome Primer turns a gnome into a dwarf but they save to resist and try to avoid
53 Mutant Primer stimulates development of new mutations
54 Wasp Epideictic prevents them attacking person covered in scent
55 Carrion Crawler Epideictic prevents them attacking person covered in scent
56 Griffon Epideictic overcomes urge to eat a horse and makes them receptive to mating
57 Ant Alarm triggers colony defenses making them seal doors and hide children 
58 Goblin Alarm makes the colony entrench themselves and seal lair entrances
59  Hobgoblin Alarm makes them ready armour and weapons and prepare tight formations
60 Gremlin Alarm makes colony hysterically flee the area abandoning everything
61 Kobold Alarm makes them retreat to lair while setting and arming traps
62 Dragon Alarm makes them alert and listen and smell for threats and prepare to fight
63
64 Goblin Aggression drives them crazy bouncing, biting, scratching and screaming
65 Hobgoblin Agression makes them furious, swear and break formation
66 Bugbear Aggression makes them come out of hiding, foaming at the mouth screaming
67 Kobold Aggression makes them over run their own formations and traps towards smell
68 Dragon Aggression makes them angry and violent and initiates a rampage  
69 Swine Aggression makes pig beings grow furious and roam looking for fights
70 Bee Aggression  makes them angry and attack anything in territory or near hive
71 Ape Aggression makes them scream and fight anything or each other if no threats
72 Rat Aggression makes rats crazy attacking any non rat near their lair or the smell
73 Troll Aggression makes them howl and bite each other and themselves in fury
74 Hyena Aggression makes them howl, laugh, snort angrily, and snap at anything  
75 Dwarf Aggression makes them bite their shields and foam at the mouth beserkly 
76 Frog Aggregation attracts frogs of all types in area and often starts them spawning 
77 Locust Aggregation makes them gather into swarm then begin to eat everything
78 Leech Aggregation makes them swarm to mate and then feed
79 Orc Aggregation makes a horde gather and inevitably a leader declares a war
80 Halfling Aggregation makes them assemble for a giant picnick or party
81 Gnome Aggregation makes them hold hounds in ever growing circle dancing and singing
82 Harpy Aggregation makes them swarm over area shitting and vomiting filth and swearing
83 Kobold Aggregation makes them gather with tools and dig a functional dungeon complex
84 Spider Aggregation makes them swarm and cover in web or build nests if not spinners
85 Scorpion Aggregation makes them gather in swarm and challenge each other 
86 Bat Aggregation makes thousands of bats swarm to location squeaking and flapping
87 Shark Aggregation attracts dozens of sharks who swarm mercilessly 
88 Rabbit Releaser makes rabbits swarm thirsty for milk and suck on everything
89 Manticore Releaser makes them stop being jerks and playful like kittens
90 Dragon Releaser makes them want to sit on treasure mounds or nests for days 
91 Goblin Recognition makes them accept you as goblins in community 
92 Ant Recognition makes user seem to be a ant and accepted in colony
93 Leech Recognition makes them not want to drink users blood
94 Ochre Jelly Recognition makes them not devour users
95 Slug Recognition makes them think user is one of their children
96 Dragon Marking makes dragons of same type extracted from mistake user for kin 
97 Spectral Hound Marking lures a interdimensional horror to the marked victim
98 Bee Marking makes them take user to hive and feed royal jelly too
99 Lycanthrope Marking makes them seek to inflict the target with their infection
100 Minotaur Marking makes them attracted to subject and able to follow anywhere

Also see this very Xor compatible stuff from goblin punch
http://goblinpunch.blogspot.com.au/2016/06/hungry-joe.html
http://goblinpunch.blogspot.com.au/2017/02/the-cancermancers-of-hungry-joe.html
If I mixed my hell with Xor might run parallel to Goblin Punch
Eve our thoughts on devils vs demons are close

Monday, 6 February 2017

Bone Magic Spells Part 2




































So I will work on meat wizard spells and am thinking of possibly something like breath or animus or something to describe and effect the motive force of living bodies. Psionics will be written up too which I can slap in my Psychon setting.


Fourth Level Spells


Bone Golem
Range: Touch Target: Prepared Golem Body Duration: Permanent  Save: none
The caster in a laboratory takes one month to assemble and prepare the ingredients (1000gp) culminating in a 24 hour ritual. The bone golem resembles a skeletal horror with four arms. The obedient bone golem has armour like platemail and sheild, HD 6, Mov 12" and four attacks using one handed weapons or may use two hands for a two handed weapon. It does not breathe and is immune to sleep, charm, hold, fear or sleep spells and is immune to poison, fire. cold and electricity. Can animate one plus CHA bonus in bone golems with this spell at a time but could have multiple golem body built and ready for the final ritual in storage

Bone Wall
Range: 1"/Lv Target:  Duration: permanent Save: none
Creates a 3x3 yard panel of spikey bones that arise from the ground per caster level. If anyone tries to squeeze through or climb they get a save to pass and take 2d6 damage if the make it past the wall, fail and they do not pass. Coyuld creat a defensive wall or maze but only walls can be created. Panels could be placed flat on ground as a obstacle also


Fossilise Bone
Range: Touch Target: One Skeleton Duration: Permanent Save: none
Cast on any skeletal construct or creation and adds +2 to AC and +1HD by turning the bones into petrified rock. Stone skeletons may no longer be counted as made of bone for other magic. The spell can be reversed to turn petrified dinosaurs back into bone to be reanimated by other spells. Each use requires a 100gp gem stone also.

Skeletal Carriage
Range: Touch Target: Ground Duration: Hour/Lv  Save: to pass but take damage
Creates a skeletal horse (or similar beast) drawn carriage for the caster and his companions. For every 2 levels of the caster the waggon has one horse and can carry 4 passengers and baggage at a movement rate of 12" for as long as the spell duration works for. The caraige is made of bone with tattered leather. Some varients include a funeral carraide with coffin space or a ox cart for pulling loads huge loads instead of people (1000lb per ox per level at walking pace only).

Fifth Level Spells

Skeletal Construct
Range: Touch Target: One Skeleton Duration: Permanent Save: none
By preparing a human skeleton or perhaps that of a monster or huge creature for one month with 10 000gp worth of ingredients the caster with a final 24 hour activation ritual can create a powerful skeletal monster with 1 HD per caster level. A single skeleton knight in full plate with two handed sword is the most common. A mastodon with two attacks for a d10 
from tusks each, equal to leather armour is another common one. Can animate one plus CHA bonus in creatues with this spell at a time. 


Hobble
Range: 3"/Lv Target: 1HD of creature/Lv Duration: Instant Save: half damage
Caster sends arcs of necrotic power that break bones. Caster can effect HD equal to their level. Victims require bones to be effected. Each target get a save to resist. If fail the save the victim falls in agony and takes 1d4 per level and requires first aid to be able to move unassisted at half speed for the next week. If save is a success the victim takes half damage and has no movement penalties.

Tower of Bone
Range: 1"/Lv Target: Ground Duration: Permanent Save: none
Caster calls a bone tower three yards tall per level to erupt from the ground complete with door that can be held with a bar, stairs, arrow slits and battlements. The tower is as strong as wood but less flammable. A tower could also be used to create a bridge spanning a ravine or river if created on side.

Sixth Level Spells


Awaken skull
Range: Touch Target: Skull or Skeleton Duration:  Permanent Save: none
With a six hour ritual and sacrifice of a 100gp gem or 1HD creature the caster will make a skull or skeleton will become self aware being able to speak and follow more complex instructions or give them to others. Such a creature may not mindlessly attack and has stronger self preservation than most constructs or undead. If ordered to do something suicidal the skeleton may save to break free of the casters commands but generally they are quite obedient. Aware skeletons make good leaders or servants. A skull might be a useful observer or alarm 


Bone chariot
Range: 3"/Lv Target: Ground Duration:  hour/Lv Save: none
Creates a bone chariot and four skeletal horses 
 (or similar beast) which can carry four persons. The chariot arises from the ground and includes a skeleton charioteer with a whip, a skeleton with a lance and two skeleton archers. Dismounted skeleton crew will follow he chariot as best they can. These will obey the caster and any will step off the chariot to be replaced by the caster or their companions. The chariot moves at a speed of 24" and can move at this top speed for duration and all passengers in the car get +2 AC which can be improved to +4 AC by ducking but they wont see much.


Iron bones
Range: Touch Target: One Skeleton Duration: Permanent Save: none
Cast on any skeletal construct or creation and adds +3 to AC and +2HD by turning the bones into metal. Such skeletons become immune to electrucity. Iron skeletons may no longer be counted as made of bone for other magic but can be eaten by rust monsters or affected by magnetism. Each use requires a 30gp of iron filings also. Other versions of spell might turn to bronze instead.

Seventh Level Spells


Liquefy Bones
Range: 1"Lv Target: Bones in 30 degree cone Duration:  Instant Save: varies
This spell liquifies or melts bones in a cone radiating from the caster. It can melt bone structures like bone towers or bone walls but is mostly used for combat. One HD creatures die within around and cannot resist. 2-4 HD Creatures die if fail save and  take a d4 per caster level if suceed and have movement rates halved for one week. 5 or better HD creatures have no effect if save and take a d4 per caster level if succeed. Works on most humanoids or animals or corporeal undead. Does not work on invertebrates, gelatinous, ethereal, elemental or some planar beings

Bone Construction
Range: Touch Target: Ground Duration:  Permanent Save: none
Caster can create a bone structure like a large house, bridge, gatehouse, small keep, cottage with fence, whatever they desire or can imagine which rises from the ground. Covering one 1" cube per level (a 14th lv wizard could create a 140x10 yard bridge or 30x40 yard building with a 10x20 extra height section or some other variation. Creating structures indoors or a cave would only create a 10 foot cube per level. Such buildings are fully furnished and as strong as wood but slightly less flammable. It could be used in combat to create a large cage but armed persons or ferocious monster could hack way out in a turn or faster depending on cage design. Multiple castings and other spells like bone wall and tower of bone could create a bone castle.or dungeon


Eighth Level Spells

Skeleton Horde
Range: 1"/Lv Target: Ground Duration:  Round/Lv Save: none
Each round ten skeletons arise from the ground for a round per caster level and serve the caster for 24 hours. Then they get a saving throw to see if they wander off to cause mischief or remain in servitude to the casters will or last command


Skeleton Fusion
Range: Touch Target: One skeleton/Lv Duration: Permanent  Save: none

Caster can fuse or alter shape of skeletons for a variety of effects. Can fuse a skeleton into a bone structure like a gate to make a gate that opens (if a intelligent skeleton with awaken skull it could demand a password to open or not admit riffraff). Could make skeleton rocking chairs or animated furniture or palanquin. Could also fuse skeletons into a single skeleton centipede or behemoth combining all HD. Such a creature could have many arms holding d6 weapons or could have half as many d8 attacks or quarter amount of d12 attacks. Good for augmenting a bone house with bizarre comforts or a bone wall with built in archers or spearmen Ninth Level Spells


Bone colossus
Range: Touch Target: One prepared bone colossus Duration: Permanent  Save: none
By preparing a huge bone colossus 10 foot high per caster level for six months for with 100 000gp worth of ingredients and bones of a hundred HD of creatures the caster with a final 24 hour activation ritual can create a powerful skeletal monster with 2 HD per caster level and 2 attacks of 2d10 and armour as plate and shield. The colossus is not very smart but obeys its master. If undirected for a month the creature gets a save or goes insane eating as many creature with bones as it can till destroyed. Only one such creature can be created at a time by any caster