Thursday, 17 August 2017

d100 Useless fish cult treasures in the sunken city

Weeks long flu and worse after antibiotics, imagination low, weird dreams kinda ok, so bored inside im watching TV instead of Fallout. So blogging standards a bit low.

Saw a post on FB someone who filled Kuo-toa empty rooms in the classic modules with useless magic fishman stuff which is a awesome idea. I have done cursed fishman items before but this is a amazingly useful concept. Such items might turn up well inland from great floods or even before land rose from the sea. Possibly some use could be derived but not for most adventurers.

Fishmen hate it when infidels use their relics and their cultists will seek them back. Once they and their allies and servitor races ruled over man and they assume they will again.

d100 Useless fish cult treasures in the sunken city
01 Crown of Squid Communication allows communication with squid and cuttlefish 
02 Ring of Air Breathing for sea creatures visiting land
03 Oil of Hydration allows beings to walk on land without drying for a day
04 Oil of Scaliness replaces hideous naked ape skin with lovely natural scales for life
05 Torc of Slavelord allows wearer to communicate with humans 
06 Slime of Slave Making changes lungs of air breather into a water breather permanently
07 Ring of Fish Hook detection so they can sabotage fishermen
08 Ring of Net Detection to detect traps and fishermen
09 Lure of the Glow Worm this attracts curious fish
10 Skin of the Flesh Ape is a skin suit allowing a fishman to pretend to be human and breath air for 24 hours after it breaks up and disintegrates

11 Rod of Clam Command has a d100 charges and can make a clam or similar shellfish open up
12 Torc of Spawning doubles your egg or milt production when breeding

13 Conch of Calling calls a angry unhelpful sea monster from the deep once a year
14 Idol of the Squid God give owner nightmares and dreams or elder se gods blasphemous rights 
15 Wax tablet of the Old Ones if cast into the sea will call a fish man to contact you that night
16 Ring of Stinger Resistance protects wearer from jellyfish, anenomes and coral
17 Barnacle of Defence if planted on skin in a d6 months gives +2AC
18 Seaweed of Visions allows eater to dream of the evil planar powers of elemental water
19 Ambergris of the Old Ones this pugnant slime is a pleasing sacrifice to the sea gods if used gives a sea priest +1 level for spell casting for a day 
20 Crab Gauntlets often single or in a set, if put on bonds to flesh and now has a d4 damage pincer, comes off when dead
21 Fish Cloak of the Sages grants wearer ability to identify all sea animals and knowledge of growing coral reefs in deliberate formations over 30 years
22 Tentacle Beard of the Sea Pharaoh is a bundle of tentacles that bonds with your chin endowing wearer with +1 CHA to sea beings 
23 Spawn of the Sea God is a slimy packet from a great old one of the depths, if eaten gains power of elder god developing tentacles, spines and extra eyes permanantly 
24 Arm Ring of the Depths makes wearer pressure resistant at all depths or space
25 Shoggoth Seed is a pod if opened releases a newborn baby 1 HP shoggoth which will obey, each year gain a HD and a saving throw to rebel to a maximum of 10HD
26 Torc of Shoggoth Comunion allows wearer to telepathically talk to shoggoths within 100", the shoggoth will know the general whereabouts of the user
27 Spear of the Sea Hunter is a bone weapon with +2 vs fish
28 Trident of the Dolphin Slayer is a bone weapon +3 vs dolphins
29 Shell of the Whale Song on command will make beautiful whale music
30 Shell of Fishy delight on command calls tiny fish who will chew of your shedding skin in a pleasant manner once per day
31 Milt of the Old Ones a packet of fluid of squeezed over eggs will make hatchlings achieve maximum HP on adulthood and bear sacred marks of fish divinity
32 Golden Sea Idol of the Old Ones is a foot long gold idol that is blessed of the sea gods, if owned by infidel then local priests receive visions of the thief and location
33 Scriptures of the Siren are sheet music of the fishmen tattooed on fish skin allowing reader to sing a siren song that calls a d100 fish once a week
34 Skin of Eel Brotherhood this eel skin arm wrap around the arm and gives wearer positive reactions with all kinds of eels who regard the wearer as one of them
35 Skin of the Sea Serpant is a snake skin arm wrap making wearer immune to the poisonous bites of sea snakes 
36 Crown of the Lobster makes wearer able to speak to any lobster normal or giant
37 Ring of Purity keeps away sea lice and parasites and barnacles from your scales
38 Dagger of Fangs is +2 vs snakes and snake men , made from a single huge fang
39 Horn of the Boat Eaters can once a month atract a swarm of wood eating sea termites thar ruin boats and warfs over a week
40 Crown of the Sea Urchin can once a month call a swarm of sea urchins to plague an enemy or for eating
41 Crown of Coral will fuse to the wearers skull and allow them to speak to coral imploring them to grow reefs in pleasing ways over decades, on death it seperates
42 Narwhale Lance carved from a single tusk is +3 vs Whales and +1 vs mammals 
43 Tooth of the Shark if inserted into a tooth socket will change wearers teeth into savage shark teeth allowing d6 bite damage, the tooth can be removed on death
44 Cloak of the Fish allows wearer to change to a salmon and back once a day
45 Cloak of Blubber protects wearer from natural cold and can be chewed on for food equivalent to a meal a day without harm  
46 Rock of the Otterkin is a perfect rock that can split open any shellfish resting on users belly
47 vision Sea Weed fills users dreams with views of ancient glories of the monster empire for life if smoked or chewed
48 Crown of the Octopus bonds to the wearers head advising them on pleasing the elder gods and waving its tentacles to emphasize the wearers emotions, on death it drops of becoming ivory
49 Beak of the Squid will fuse to the wearers face giving them a d6 bite 
50 Snake Beard is jeweled ornamental beard of many snakes if stuck on face will bond and come to life will bite for 1hp damage and poison, will bite enemies of the scaly gods or old ones wearing it, reverts to jewelry on death 
51 Squid Wand shoots a slimy squid up to 10" a d100 charges
52 Seed of the Sea Fort if planted on a beach grows into a castle made of sand and coral with a aquatic entry, gate house, keep, two crabmen butlers and a giant crab guard
53 Starfish Wand can summon starfish within 10" a d100 charges
54 Clam Bands a mother of pearl wrist band can turn user into a giant clam and back once per day 
55 Pearl of the Dragon allows user holding it to speak to sea dragons
56 Vial of the Sea a brass bottle that can produce a dozen gallons of sea water a day
57 Pearl of Dragon Mist if cast into the sea a elder dragon turtle arises and breathes fog covering a d6 miles diameter across area
58 Bones of Dagon these ancient bones can be burned and summons the fish god Dagon to appear to hear requests from his worshipers
59 Dragonscale Armour as chainmail but as light as a shirt, no movement mods and works in water
60 Trident Weed if wrapped around your trident prongs makes next hit cause bleeding 1hp/round for ten minutes, only works with tridents
61 Seaweed Wik will attach to skin giving wearer luxurious long seaweed hair
62 Cursed Anchor Stone to replace a norma stone, crew will not notice but makes navigation harder, attracts monsters and bad weather,  most weih several hundred pounds and have carvings of fishmen rituals and gods which cursed sailors don't notice
63 Altar of the Sea Gods is a 500 pound green stone carved with ritual scenes will add +1 to casting priest levels if used in spell casting, some include holes for carrying poles to be inserted 
64 Nautilus Helm is a shell if worn, tentacles will hang from the edges and the helm warns of threats 360 degrees and can be used to adjust wearers buoyancy at will 
65 Flying Fish Darts come in a seaweed bag with 2d6, they are dried but come to life if pulled out of bag, can be thrown as darts but range is 10" with no range or cover penalties on hit rolls as living missiles self guided
66 Throwing Star Fish come in a seaweed bag with d6, they are dried but come to life if pulled out of bag,  if they hit target they cling and bite for a point of damage each round for ten rounds then drop off and crawl away
67 Pearl of Monster Dreaming lets you see visions of kaiju dreamings if held while sleeping
68 Seaweed Seeds if scattered in water grow a thick kelp forest over a 30" diameter area good for eating and making nets useless
69 Net of the Sea Lord is a living net kept in brine will grapple a hit target and strangle them, victim needs to save or be choked each round only works on man or dolphin sized creatures or smaller 
70 Tentacle Wand sprouts a 3" tentacle that will grapple a man sized target if they fail a save, also good for grabbing things or swinging d100 charges, on charge per use
71 Love Squid is a fish person sex toy that sucks their genitals stimulating milt and egg production, some humans like them too
72 Sea Goat Milk kept in a rigid pod for long life often found in seaweed bag of d6 pods. Also in manatee, whale, sealion and dolphin varieties
73 Mermaid Mirror makes user seem much more atractive than they are, though some made for fishman standards of beauty
74 Tusk of Sea Monster has scrimshawed designs of horrible beasts, if held will dream of sea monsters and attractive mermaid love which is preferable to actual love from own kind
75 Stuffed Mermaid usually made from a fish tail sewed to half a monkey but cursed so as to come to life on a full moon and kill, many come in a display case they can easily escape
76 Shrunken Human Heads once a day will answer three yes/no questions if asked based on own knowledge, shaman make them by binding human souls and use to learn about humans
77 Monster Spawn a organic sac if opened is full of eggs that hatch into various monsters if sprinkled in sea
78 Ink Squid is carried to make a 1" cloud of ink in water or to write or tattoo with, likes to be kept damp or hibernates in cocoon
79 Tatoo Tools are self inking tools that work even underwater, wrapped in fish leather bundle
80 Eye of the Old Ones seems to be a huge eyeball like gem on a gold chain lets starspawn of the deep see your actions, if pleased will send wearer dreams and gifts
81 Lucky Human Hand will store a 1st level cleric spell of any evil sea god
82 Dagger of Sacrifice will send essence of the victim to the elder gods who relish devouring the soul. Such a sacrifice will never be resurrected or reincarnated
83 Flying Fish Wings if strapped on allow wearer to glide for one round when surfacing, allowing them to land on a human boat deck
84 Sargassum Seed grows giant seaweed with tree trunk like proportions that will trap a ship even lifting it out of water if planted underneath
85 Shield Gum if applied to shield makes 1in6 weapons that miss the defender stick to the shield, gum lasts one day often comes in sea shell applicator with a d6 doses
86 Coral Seed if implanted in skin covers in several inches of calcium all over adding +d3 to AC, takes a d6 months to grow` 
87 Fish Wand shoots a wet fish 10" with a d100 charges, for pet treats or humiliating enemies, tends to hit victims in the face
88 Trident of Mammal Slaying +2 of any mammal and can detect nipples within 3"
89 Kraken Eggs come in string bag of a d4, will hatch into horrible evil krakens, often planted in cave grottos for cultists to use as a god, take decades to reach full size
90 Ring of Air Swimming allows wearer to swim in the air instead of walking or crawling, can float 1" above the ground, doesn't help fish folk breath air only move
91 Bubble Helm is a organic bubble that fits over the head and shoulders of a marine creature and contains water for them to breathe allowing them to stay on land for six hours, even amphibians find more comfortable using this as it keeps them hydrated 
92 Bolo Jelly comes in a water tight pod, throw up to 3" ata target and victim takes 2d4 stinging damage if unarmoured and save or be paralysed for a d4 hours, if completely covered in armoured suit victim unharmed. Fish folk are imune to handling the jelly, humans need at least a gauntlet
93 Blowfish are throwable spiny fish that if hit the victim saves or is poisoned. If dried and dead the save is +2, usually they are kept in salt water and can be carried in air a few hours
94 Blowfish Grenades are a breed of deep sea blowfish that if thrown above sea level explode, inflicting 2d4 to all in 1" blast radius and save vs poison or die. Require fresh salt water to store
95 Eelorang is a throwable huge eel that bites a struck target for a d6 but if misses will fly back into hand of the thrower to be used next round. Eel requires fresh water but can tolerate being above water a few hours. The owner must tame the eel with treats and practice or it bites the handler
96 Shark Stomach Sack appears to hold only 10lb but will streach to hold 100lb so be careful ofering goods by the bagload trading with fish folk
97 Embrace of the Sea is a wearable prosthetic that allows fish men to impregnate human females with fish hybrid spawn
98 Angler Fish Husband is a small ugly fish that will fuse to your flesh but give extra eyes and can keep watch while you sleep alerting you to surprises 
99 Seaweed Coat will bond to wearer and grow providing +1AC and can be used to flavour food
100 Tentacle of the Kraken is a 3 yard tentacle which will fuse to the wearer and gives them +1 attack inflicting a d4 or a grapple attack. Has evil mind of own so may grope others or grab others belongings. On death it drops of and can bond to another

Tuesday, 15 August 2017

In the works

So a bit of a update on some plans and projects. My brother in Western Australia is getting married so I have a trip and will get to hang with my niece and her hubbie who play games. Lots of medical stuff last few months to deal with but my lifestyle amendments seem to be mostly working but I need to get out more and make more new friends in Sth Australia. Not getting much response for regular gaming.

Have been shopping for a net pc tower Ive been saving for on my interstate work trips - should hopefully sort something next week with a printer and scanner a bit later. Hopefully I will get started with a artwork a day project for the first month as I haven't done much for a while. Very inspired by book toybox time machine of retro style faux toy ads. Seen another couple of books of adult film posters and a blaxploitation poster book i would like to get.

Im hoping to get more serious with design and layout and illustration which Im a bit rusty on. Hoping to do more work on my books and some work with others. I used to work on lots of periodicals for unis, graffiti stuff, zines and comics so Ive been wasting my skills mostly. Will set up a donor box and a paerton page, even if its to enjoy works of Dyson and and some artists I like.

I made a format for 1 a4 sheet double sided zine with map one side and notes on other that folds into a small booklet. I could do one a month. Could also do some hand done maps and d100 requests and a monthly compilation book of old tables too. I wont stop doing this blog or freebies.

My ongoing book projects aimed at commercial quality release include:

Redbrick Dungeon Zone - been pottering away at this for over five years. Doesn't need lots of work.

Hell The Spiral Path - probably about 40% done and some contributions from others. Basically a procedural generated hellcrawl that plays differently every time and lets the DM be lazy.

Xor which Im mostly writing up spells now and some character gen stuff and hopefully will be ready to edit in a few months. As long as dont get carried away and try and rewrite the Basic redbook or something. There is a substantial section by some other bloggers too.

Have had requests for Planet Psychon and a version of my Homebrew Players book with some of my campaign would be nice too. Lots of people were keen on my road war compilation but as little chance of me running it motivation not there at the moment. I was given some amazing art to use but It wasn't quite the mood I intended mostly. I like gonzo with a straight face and my roadwar setting is intended to be more gritty. It Isn't gamma world and has more in common with Cyberpunk and Mad Max. I enjoy the look of MCC but it isn't quite the feel I want but I will see.

As far as blogging goes I am trying to get through my list of old projects in my drafts list or stillborn posts as I call them.

80s DnD Hell - summarising Ed Greenwood's hell articles and monster books as a helpful guide. I just bound a copy of them for my use and this will be coming soon. The Jusges Guild versions of Dante's hell and modern versions worth a mention too. My own hell is pretty different and inspired by medieval art more than literary ones.

d100 Amazon tribes almost done after six months

A magic Item post which I've over written and the remaining 80 or so entries will be time consuming and Im not in a position to use it. I seem to come and go with interest in magic items. Ive made up so many and used so few.

I started writing up a pantheon for my Exile Island setting but I fell into old habits with pantheon design trying to make them too orderly and similar to old work. Possibly will scrap and start again. Have lots of sketches of the setting I could work on too.

I have a list of about 200 blogs on my to do list but after Xor and Hell Finished I would like to play with a setting based on a cosmic tree full of fayfolk, talking animals and divine beings.

Some of my ideas for compilations of past blogs include my dnd space patrol setting, exile island wilderness guide, shadelport city guide, my various dungeon guides and other.

I also want to scan maps from at least 4 settings I developed in 80s and 90s. Lots of old content in two 40 litre tubs of game notes half including lots of superhero stuff.

My main things holding me back from doing things properly will be editing and some awkward issues surrounding that and possibly licensing requirements for the commercial stuff. If I can make a bit of money I can pay some artists too.

Sunday, 13 August 2017

Cthulhu Pulp Metropolis Decopunk Image Dump #2

So since I started this setting Decopunk the term has been increasingly used. I seem to often get an interest in things slightly ahead of the curve. Today a few links to lots of films. Also Kim Newman did a good Metropolis Superman mash up short story which might have been in Famous Monsters of Film Land but i'm not sure. It is better than the Superman-Metropolis Comic by DC anyhow. I've been digging and filing more stuff so here is some of my shiny streamlined booty.

Part of the point of the setting is a celebration of silent and early SF and Supernatural genre films.

Retro Films
Russian SF 1929 Some great city scenes and cars

Russian SF 1924 Aelita Queen of Mars

Things to Come (I use as 20th c history plus deco tanks)

Just Imagine - I use this a bit for america

Metropolis - I use this for central Europe 2020

Woman on Der Moon

Der Golem - good moody horror

Dr Caligari - good asylum horror - modern remake 2005

Original Caligari 1920

Call of Cthulhu

Algol - alien gives someone ultimate power

Nosferatu 1922

The Tunnel - boring but some good tech

I did eventually get the Agent13 novel from TSR but they didn't survive one read
I liked it but wished that all books in one volume
Read like Juve books but had some pulpy torture I wouldn't endorse for the kids
TSR Top Secret/SI Agent13 Sourcebook is a great pulp rpg book - one of best

This is a good genre article mentioning some books

Terminal for cable cars needed to reach higher city areas rapidly

I forgot what this film is called but I have been meaning to see it
The Shadow movie is pretty cool, one of the better pre modern hero movies and hundreds af shadow pulp images have great dilemma shots begging a story for inspiration. I quite like mens sweat mags and mars attacks for the pregnant with possibility story telling. Norman Saunders was a great.

Popular mechanics and lots of pulp mag covers are very inspirational.

Cars in metropolis not very futuristic but were some cars in later years with deco tear drop shapes that suit the setting. The above cars are nice especially the armoured one but both would make nice pulp hero cars.

Noir and deco go well together.
Lots of darkness and smoke and fog
Shiny reflective surfaces like cars, windows or water
Hardboiled citizens drink, smoke and imbibe drugs
Pre war fallout might have been like this
Actually a game set in pre fallout might be fun

Lots of great bits of building interiors even party shots or fim still can add to the deco universe. Something like this makes for a good important scene in a drama. Architecture and party images are good to use in game.

Nocturne city is a feature of Strange Aeons comics which i cant seem to find.
This page has a feature on it with a dead link but has it's own interesting stuff

Lots of industrial imagery for factory level and inside mighty machines

This chic deco adventuress is a great image - lots of good examples of world exploring women and female aviators.

Lots of great urban city scapes available especially nocturnal ones

Im still finding gold like this - ocational retro future cities
Idea that huge bridges, elevators and cablecars would be needed and that underground space would all be ocupied is amazing. Lots of exiting scenes could use these modes of transport.

TopTen and Tom Strong comics had lots of fantastic architecture

Some styling streamlined trains to look at too for inter city travel. You could probably lie and say it had a atomic boiler.

Plenty of mad science images in hollywood and interesting pulp heroes to steal from old serials and pulp

This shows the paradise of open public space located for the rich on topmost towers. I suspect suicides might be daily occurrence often predicted by market changes.

I dont know if this would be real but would suit my ww1 games pretty well. Make a great riot control vehichle

Some great cosplay out there - probably inspired by sky captain and the world of tommorrow. A bit mor diesel than decor but has many great scenes - shame they cut bits out that explained the story

This luxury complex seems a bit more west coast to me butt would be a good location

Of course factories and worker housing even lower than this. Pollution didnt seem to fit in these dreams. I guessing more areas like gardens for the rich would be sheilded by glass

Airships are a great part of the genre and military battles in aerial dreadnauts and carrier actions might be quite thrilling. Moorcock has wonderous bulletproof fabrics in warlord of the air and real weather might be a problem because it killed such dreams in reality.

This monstrosity might be good to feature in a adventure. Colossal mobile sea cities for the rich could be entertaining adventures and were featured in some novels.

I like the advanced tech here has retained victorian housing

The transport shown here is a great example. I imagine some would never visit lower levels and some spectacular stunts, chases and accidents could occur

Saturday, 12 August 2017

Troll kind for DnD

My idea of trolls is more like John Bauer, Moomintrolls and Brian Fraud. I do quite like RuneQuest trolls and always felt the green ones in dnd were a bit basic. In my setting they are heretic chaos trolls who took regenerative abilities but became insane living cancerous clones enraged with hatred.

In my setting gods and jotun or titans appeared first on the world and were at war long before man existed. Trolls descend from yotun or even spontaneously grew from the remains of the great giant whose corpse made the world (some say a dragon). Trolls evolved into many variants big and small and are the ancestors of dwarves, gnomes, halflings and elves. Humans came at the end of the dawn age to be servants of the gods.

The extent of this is to make trolls in my BX based game you can reskin the basic races

House Trolls = Gnome (stove trolls, barn trolls, cellar trolls, attic trolls)
Hedge Trolls = Halfling (hill trolls, bush trolls, garden trolls, marsh trolls)
Cave Trolls = Dwarfs (mountain trolls, pit trolls, bearded trolls, rock trolls)
High Trolls = Elves (arcane trolls, elder trolls, moon trolls, star trolls)

You can also reskin goblins, hobgoblins, bugbears, ogres and giants

Trolls have tails which is the main identifying feature rather like a cow tail
Many have horns, tusks, huge teeth, hair, big eyes
Some have pointy ears, other are less visible or more human
Many have pot bellies and huge noses
Most are covered in fuzzy soft down, some are shaggy all over
Some have long hair from heads down to their waist
Most prefer to be naked but wear loin cloths, hats, fur capes, jewelry sometimes robes

High Trolls are most human or elf like, and even attractive at a glance but facial features are smoother and simpler

Trolls are slow to anger or react at times. They can remain still and hide for hours but can be angered by swearing, destruction of property or trespassers. Some are stupid greedy and evil. Most are harmless and possibly helpful but best avoided as some can be moody. The larger ones tend to be more belligerent.

As trolls don't like clothes or armour much but have basic armour like leather
They also heal a extra HP per level per day which makes them dangerous skirmishers

Trolls are more populous in the north replacing the ecology of elves and goblinoids in the frozen mountainous north. But trolls are returning. Occupying bridges, caves, ruins or old mines. They know they are ancient and kin to old magic of giants and gods. They regard many lands as theres since prehuman times. Huge trolls are more likely to think of lesser beings as food. Smallest trolls don't mind living near humans and humans might leave them offerings. House trolls live inside humans homes often helping humans out of sight. It is best to ignore them and leave them some food or milk out but exposing them might drive them away. They might be offended by bad language and beat a foul mouth child or drunken parent. Forest trolls might tolerate hunters but they also might expect good behaviour, respect to game and might punish swearing. Swearing is blasphemy to trolls, especially those mock the divine. Trolls dislike lightning or storms or the thought of the sky falling. Trolls worship elements, ancestors and titans of old. The know the gods of man and respect them but might not like them. Some gods drove trolls away to make room for man.

Trolls know elder magic and do make magic items, weapons and potions. Many trolls being long lived might adopt a magical character class. Troll language is deep, poetic, profound and long winded. Troll rock carvings can be found everywhere.

Are Trolls coming back. In recent years many elder races have returned and demihumans are common sights. Trolls have been seen in the wilds more and more and rural folk have increased contact. Some humans fear trolls and insist on hunting and killing them all as if they are all horrible killing machines. In these areas the nastier trolls swarm. Bad trolls might think some of their kin are soft but will avenge them and wage war on man happily. Most of the older demi human races no longer fight having battled too much to their mutual destruction long ago. This is why man rules now.

Random Trolls
d10 Size
1 Gnome - tiny trolls often live around humans or in houses helping their hosts
2 Goblin - small troll folk often live in caves or woods, quite shy and wary of man
3 Halfling - smaller friendly trolls mostly live in holes under hills in comfort
4 Dwarf - resilient fighting trolls at war with goblins and humanoids in underground places
5 Elf - high trolls, the arcane and mystical race who are masters of magic
6 Hobgoblin - humanoid also called troll men, compete with humans for room in wilds
7 Bugbear - large trolls but curious to occupy human lands like settling under a bridge
8 Ogre - dwell in caverns, hills, mountains hunting smaller creatures to eat
9 Giant - mostly roam mountains fighting and throwing rocks
10 Gargantuan - tend to resemble land features and many are hidden and sleeping in plain sight

d6 Troll Characteristics
1 Horns often ram or goat like or short lumps
2 Tusks sometimes curled and large or just short stubs
3 Teeth or fangs or a overbite, some have rows of blunt stubby grinding teeth
4 Pointed ears, huge ears, human ears, long hanging ears
5 Wooly long hair or shaggy hair all over
6 Webbed feet, bird feet, huge ugly human feet or goat hooves

d10 Troll Decor
1 Loincloth or rope belt
2 Ear or nose rings
3 Necklaces or teeth or gold rings or torc or beads
4 Arm rings or bangles
5 Ankle rings
6 Fur cape
7 Tattoos often runes or spirals
8 Hat or circlet or wreath
9 Trinkets of all kinds hanging from hair or straps
10 Tattered robes or shirt or vest often of fur

d6 Reactions
1 Hates humans and newborn races
2 Humans are food animals and fair game
3 Humans and their gods cant be trusted
4 Humans are best avoided
5 Humans can be dealt with
6 Humans need help and kindness like any animal

d6 Troll Magic (1in6 chance for smarter breeds)
1 Clerical magic, priest of a god or titan
2 Wizard spells with a ancient wooden book or spells on cave walls
3 Shaman deals with local spirits
4 Druidic priest deals with nature
5 Sorcerer has innate magic from bloodline
6 Alchemy knows several potion recipes or magic item formula

Trolls have often like to employ curses and one of these is to make men into trolls or taint them. Part troll children are often mighty and strange. If neglected by human kin will grow vindictive and dangerous. I will do troll mutations sometime.

d100 low level village mysteries or Goat Quest Missions

I could have just called this low level mysteries for rural dnd but goat appeal wins

Goat agents in the secret service of Nanny Binx hunt chaos, cults and evil in the countryside or normal low level adventurers encounter mysteries in the countryside.

Or whenever you pass as village roll here so players have sidequests.
Too many in the same village means burn the village down.

d100 Goat Quest Missions

01 Find a senior agent who has disappeared undercover
02 Find a cult of chaos hiding in a comunity
03 Lead lawmen to a chaos cult site without giving mission away
04 Free a barn of animals from a farm turned to chaos and needing sacrifices
05 Search a haunted house for evidence of witchcraft
06 Take over a farm run by chaos cultists
07 Recruit new agents in the area to keep eyes and ears alert 
08 Some local source has been contaminating man and beast with mutations
09 Find where local witch cult meet and inform authorities
10 Find a local cave believed to hide a demon shrine

11 Find a chaos goat that has infiltrated the local herd
12 Find a sorcerer who has been operating out of the area

13 Find the chaos goatmen lair
14 Find and destroy a chaos shrine or altar
15 Find the ruined temple in the woods that have been active again
16 Find the standing stones used by local cults 
17 Search and destroy a chaos plant or mushroom growing in woods
18 A building in village has a secret chaos shrine
19 A village had chaos cult long ago, check it is inactive
20 Find a evil black dog menacing area by night
21 An evil witch familiar has been corrupting villagers
22 A favorite goat herder or milkmaid has gone missing
23 Local children have been singing strange rhymes someone taught them
24 Something is mutilating cattle
25 Something is haunting the moors by night
26 Villagers have falsely accused old woman of witchcraft
27 A self appointed witch hunter is stirring up mob and charging exorbitant fees
28 A missing old man was last seen in the forest
29 Who is tainting village milk?
30 Someone in the village is a shapeshifter causing trouble
31 Someone disturbing local graves
32 Investigate rumours a necromancer is living in the forest
33 Phantom has bee seen in the village at night
34 Wolves in area and a stranger in town
35 Bat fluttering and laughter heard by night from the sky
36 A strange chaos rooster has been seen in the woods, where did it come from
37 Something is stealing and playing cruel pranks
38 Cows are scared and stopped giving milk
39 Something stealing chickens and hurt a village dog
40 Something has been beating hired labourers in their shack by night
41 Rats in the walls scaring people and bit a baby
42 Something taken village cats
43 Local man has a strange large cat and has become prosperous
44 Local man with black poodle has found buried treasure twice
45 Something ruining fences by night
46 Something stealing from old woman's root cellar
47 A baby has been replaced with a goblin and parents upset
48 Gremlins infesting village find where they come from
49 Several children are lost in the forest
50 Ravens hanging around village, sometimes seem to say horrible things
51 Strange eggs found in hen house
52 Unicorn hunters have been operating in area against the law
53 Cackling goblins have been heard in woods up to some no good
54 Something upstream has stopped all the fish
55 Local water supply has been tainted making some sick
56 Someone is offering money for dead or alive pixies
57 Sacrificed farm animals found in meadow who dunnit?
58 Dark elves have killed inhabitants of farm and made man and beasts into zombies
59 People claim a troll has moved under a bridge in the high meadows
60 Someone let pony into food store and it ate itself to death, who dunnit?
61 Mysterious blood stains found on village trails
62 Blood found in laundry on line and bailiff has locked up old woman falsely accused of evil
63 Strange goings on and several villagers have conspicuous luxury items
64 A man sold strange beans that grew goblins and caused trouble, who was he?
65 A stuttering hunchback who was kind to children and animals has been accused of crime
66 Butcher and pie shop selling inexpensive mystery meat 
67 Murder hobos left cursed item in village causing trouble
68 Body awaiting burial stolen and everyone living in fear
69 Strange voice by night has been asking children permission to enter homes
70 Old person vanished and house doors open
71 Someone is burning haystacks
72 Two teen lovers found murdered in barn
73 Several cows pregnant yet no local bull away on village show circuit
74 Someone digging mysterious holes as if looking for something
75 Someone clearing bushes found a craggy hole littered with bone fragments
76 Something stealing animal tails
77 Empty grave with strange stinking hole in bottom found
78 Strange sounds heard from the ruined old mill
79 Strange sounds and rumblings heard from underground and earth mounds found
80 Village festival coming and prize pig or beautiful festival queen missing
81 Horribly mutilated human or animal corpse found in creekbed
82 Strange noises coming from village septic pit
83 Strange mutant fish found in local creek
84 Lights seen around old faerie mound outside of village, was once a burial place
85 Lights seen on moors at night and strange noises heard
86 A wicked chaos goat has been luring nanny goats and kids away from the herd
87 Someone saw several unrecognised children performing a ritual in the woods
88 Someone in village is informing bandits when traders pass through
89 Someone is drawing witch signs around the village in chalk
90 Someone saw a hideous crone living in a wrecked shack in the woods
91 Something killed several sheep and the shepherds best dog
92 Goblins have been tempting children with strange fruits
93 Someone has found a adorable baby monster, hilarity ensues
94 Shadow from a dead priest born in village has been haunting street by night
95 A forest creature has been persecuting villagers as an act of revenge over something
96 Mysterious hooded men have been searching countryside
97 Strange stain on grass seems to be in shape of a demon
98 Someone cutting turf to make demon symbols in hillside
99 Murder hobos have hired a abandoned shack and locals fear they will stir up monsters
100 A local farmer has been seen growing a strange new plant

Friday, 11 August 2017

Apotheosis mutation tables


Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations

The mutation system im working with now is working pretty well. Will do a paladin, troll, fungus, demon, cyborg and more yet. A mutation class is viable yet as part of a 4 class futuristic set including robot, cyborg, mutant and possibly psionic

So if you get too many mutations there is a chance of leaping to the next stage of evolution. Which might be fatal or inconvenient or retirement. RQ has a good system like this. It is to stop you being too greedy and eating every chaos shroom you can. Although a plyer in my thief in my Xor game became a manitaur with 4 extra pegs and buds tiny clones off himself which the ones he catches in time become his followers. Now he carries two halfling archers on his rump in battle.

Every petty mutation more than your CON score requires a save roll or apotheosis
Every major mutation more than your level 
requires a save roll or apotheosis
Possibly in play i might make mutant class more resistant or everyone else worse

Paladin one is a teazer for paladin mutations for painfully good people

d12 Xor bio mutations
1 Devolve into a ochre jelly

2 Devolve into a shoggoth
3 Evolve into a sphinx or chimera - a human faced amalgam monster
4 Breeder will grow bigger, hide, eat, breed rapidly a new species or race
5 Autophage will eat everyone in sight then eat self if no edible victims
6 Rapidly expand into hideously obese land mass eating everything in reach
7 Tear flesh from others adding to your mass and becoming a insane flesh golem
8 Split into a d6 duplicates from total body mass and scatter in opposite directions
9 Break down into biological slime mass with melting skeleton left
10 Grow a tap root into the earth and become a massive living dungeon full of tentacles
11 Become glowing enlightened being whose spirit soars to new realms never to return
12 Evolve into perfect alchemical hermaphrodite and stride of with confidence of a god 

d12 Necro Mutations
1 Become a poltergeist or spectral minion

2 Become a skeleton
3 Become a zombie
4 Become a ghast
5 Become a ghoul
6 Become a shadow
7 Become a wight
8 Become a wraith
9 Become a mummy
10 Become a spectre
11 Become a ghost
12 Become a lich

d12 Reptilian Mutations
1 Devolve into a dimetrodon

2 Devolve into a pteranodon
3 Devolve into a plesiosaur or tylosaurus
4 Devolve into brontosaurus
5 Devolve into allosaurus
6 Devolve into a anaconda, sea serpent or other giant snake
7 Evolve into a lizard man of various species
8 Evolve into a serpent man of various species
9 Evolve into a dragon man of various species
10 Evolves into a wyvern egg that rapidly hatches
11 Evolves into a naga egg that rapidly hatches
12 Evolve into a dragon egg that rapidly hatches

d12 Diabolic Mutations
1 Devolve into a larvae

2 Devolve into a gibbering insane lemure
Devolve into a mass of insects, lizards and frogs
4 Devolve into a Imp
5 Devolve into abishai in the army of hell
6 Evolve into a erinyes devil the persecutors of hell
7 Evolve into a major lesser devil like a barbed or bone devil
8 Evolved into a greater devil like a horned or ice devil
9 Evolved into a pit fiend
10 Mouth opens and body grows forming a hellmouth gateway
11 Evolve into a unique devil and declared a outcastes banished to hell
12 Evolve into a low ranking unique noble of hell in service to one of the lords of hell

d12 Plant Mutations
1 Grow roots then turn into a giant flower that dies after releasing seeds into the wind

2 Grow into a tree with recognisable features of human face 
Crumble into dust then flowers grow in area ever after
4 Root into soil and become a carnivorous giant plant
5 Root into soil and grow into a huge thorny bramble hedge maze
6 Collapse into mass of compost and arise as a shambling mound
7 Fall dead and a d6 plant people burst from corpse and scatter
8 Root into soil and grow into a pod then hatch reborn as a vegetal humanoid
9 Grow into a humanoid plant spirit that can turn into a tree and back
10 Grow into a giant tree man a guardian of the forest
11 Crumbles into compost and a mighty forest grows from the location over a day
12 Grows into a mighty giant tree over a hundred yards tall and ten yards wide

d12 Faerie Mutations
1 Devolve into a goblin

2 Devolve into a hobgoblin
3 Devolve into a bugbear
4 Evolve into a halfling
5 Evolve into a gnome
6 Evolve into a faerie changeling
7 Evolve into a faun
8 Evolve into a elf
9 Evolve into a dryad if female and a satyr if male
10 Evolve into a pixie or brownie or nixie or sprite
11 Evolve into a sylph or nymph if female or leprechaun if male
12 Evolve into a faerie

d12 Mental Mutations
1 Spirit abandons the body to explore the multiverse

2 Enter a coma but does not age or awaken
3 Body dies and mind becomes one with the collective consciousness
4 Overcome with desire to conquer world by any means
5 Body falls into coma while spirit now dwells in the dreams lands beyond the wall of sleep
6 Called by alien intelligences to join them in overspace
7 Planar beings call you to join them exploring secrets of higher realms
8 Reject enlightenment so as to aid others, become obsessed with alignment conduct 
9 Charged with cosmic energy the new being soars into space never to return
10 The archons come to take you to another plane because the world is not ready
11 Illumination, prepared to become one with universe by meditating till body passes away
12 Illumination, heart filled with bliss now beyond desire, wealth or worldly attachments

d12 Paladin Mutations (a sneak peak)
1 God rewards you with a mission to invade the infernal realm and fight a archduke

2 God rewards you with mission to thwart demon kind in your world
3 God rewards you with mission to destroy a evil god and thwart there worldly schemes
4 God makes bet with enemy deity and they torment you with awful sufferings
5 God strikes you dead so you can serve in the afterlife
6 God sends a horrific land ravaging monster to punish you for hubris
7 You are made a saint so god plans a terrible ordeal of suffering for you
8 God commands you to lead a crusade against a enemy or herasy 
9 A enemy of your god declares your death sending their minions to ruin your life
10 God takes all your loved ones to paradise so they are safe for you to enjoy in the afterlife
11 God sends a test where you curse or aid the world depending on your success
12 God calls you to afterlife to serve in celestial court of the gods

Thursday, 10 August 2017

Classes to create or kill off...

This was a thing I responded on a thread on a G+ by Richard G expanded here.

DnD considered as rooted in fantasy lit or mythology is a failure and i cant really be bothered caring anymore - im far more upset by what it did to mythological monsters that is now accepted as cannon by millions who don't even play the game - I prefer wikepedia monster descriptions to say second ed long winded ones - at least 1st ed is brief and I prefer lots of the BX versions and creatures like salamanders and devil swine.

If I want to be more literary or mythic or historical gritty i play RQ. DnD is its more oafish cliched older brother but the simplicity and heroic scaling is a different kind of fun and its better not to ask too much about it's credentials in realism and focus on having fun. Part of DnD fun is power gain from puny to so mighty i can jump off a cliff or kill a hundred orcs by myself. In RQ a kid with a rock might kill you still and killing a hundred men at once is always going to be a risk and an effort. In stormbringer I could release a god of chaos into the world to get out of a pit. Im ok with DnD being a bit kitch like star trek and starwars.

Paladium RPG and some dnd knock offs handled weird classes better. I really liked diabolist and elementalist. 95% of my rpg collection is classless.

Lots of debates online flooded with bard and cleric haters.

Im fine with clerics though not convinced they were quite right - the shukenja in OA seems more priest like - the dnd one a mash up of templar and prophet and miracle worker and hammer horror holy man. But for dungeon adventuring it works. I think the new eds handle cleric as healbot worse - second ed specialty priests were promising but lots of work to create for every cult in your setting.

Im not sure if paladins are needed as well - id just let a fighter pick up some levels as priest in a specific order

Outside 4 classes gets harder to justify
I like druid monk sorcerer bard as second tier specialists and have hesitated for years introducing more - but have considered witch/alchemist/mystic/shaman - assassin/knight/barbarian/ranger/paladin/seem just slightly modified versions of existing classes and not that distinct, possibly created with some dual classing and skill choices while
witch/alchemist/mystic/shaman could require radical new abilities or spells.  I have a whole psionics system done as standard spell list because I hate having crazy new broken mechanics when the spell-level system works and is already a feature of the game.

Ive allowed elves to pick one spell list like wizard or cleric or druid or psionics in game and it worked fine. In fact better than fine and has had no problems and made interesting sub races and reskinnings. Wood elves use druid spells, bright and dark Elves use wizard spells, high elves use cleric spells. Has made for interesting characters.

Nobody played a thief or halfling in any of my games from 85-2010 until I modded them with a few more hp, made them the skill specialist class and gave them luck points to make them take incredible skill risks. In BX they are only good for sneaking and as puny as wizards. Gord the Rogue in Gygan books didn't fit the puny backstabber mould very well.

Too many specialized and setting specific classes are silly but racial classes are more interesting but i probably have enough of those too - dwarf/elf/gnome/halfling are fine but ive considered scrapping halfling but ive had fun reskinning basic races except the dwarf which doesnt seem to be as reskinnable - elf makes a good half demon, dark elves, angelic all kinds of snooty magic folk. Halfling can be ratlings or hedge trolls and possibly goblins. Gnomes I use for ppl who wanna be short and magical and because players kept marrying them and interacting with them and getting reincarnated as them.

As for other races I have giants (who gain a d12 inches a level and go from humans to mutant horrors and usually change class when getting in doors a problem. Changelings which has many subtypes from animal, to planar to nature spirits based on OA spirit folk and animal spirits. I did beastmen which i had to rename abhumans because ppl wanted to do them as rock men, ice men and we also found them pretty good for barbarians and orcs.

Changeling unicorns and angels were interesting characters and the above art tells me psionic dolphin changelings on Psychon could be a thing.

My final race is Tako - japanese octopus fairies who moved onland and are most alien and players use for strange sex acts. Also because my game is elfmaids and octopi. I can resquid i mean reskin them as squid, nautilus, ammonites and possibly as insect men.

For some reason I have to make all my new races/classes as sets of 4. Some weird compulsion to do things in fours and make myself work harder. This is a weird problem I have with lots of my projects and is slowing me down in Xor too.

Nowdays I ask can a proposed class or race "could it just be a reskinned old one" test.

Im pretty happy with my reskin everything as troll types last blog.I love RQ trolls and moomintrolls and love idea of nicer trolls in all shapes and sizes behind stoves or in barns (dnd classic trolls are chaos cult living cancers gone insane from black magic). I can reskin the basic versions of  races to make trolls - elves for pretty snooty magic race trolls, halflings for hedge trolls, gnomes for magic roof trolls, dwarves without size abilities as warrior trolls. I could do talking animals also possibly with reskinning.

I have been playing LOTFP with Xor for a while because I have only played intermittently the last 18 month not my own house rules and classic setting but hope too again. My next house rules set will be about cutting back rules and stacking abilities and only viable classes without reskins are magic list based or goats.

these tables are my core classes

 I have considered witch might have access to all spell lists but has some radically new mechanic like spells require premade fetish objects that are expended when cast or have a skill roll or something and until i find it witches better done by sorcery or wizardry or even druidry. Witches could just be a legal term for illegal spellcasting. Alchemy I consider because I remember seeing a good Dragon mag class I still might use as inspiration when I feel like writing up a hundred odd alchemical potions including making dragons and hermaphrodites. Alchemists seem a bit like they would summon elemetals and golems too. Speaking of which should be 1HD elementals. A class that spent money to make magic could be a problem and I need to be careful.

If I do what I plan with trolls and shamans Im dangerously turning my dnd into RQ a bit. Shamans are alot like shukenja just need to work out how to jig turning into spirit wrangling. I want more spirits in my DnD like OA has. Strangely my psionics list suits them well. Ive considered a psionics class the mystic based on this spell list that comes out a bit like some of the more modern takes on magical assassins. Anyway all these class ideas take more work than reskinning my existing proven ones. Im happy for anyone to change class a number of times = to INT bonus so this lets me get elf theives and dwarf clerics and giants to become fighters when dungeons start getting too small. I have toyed with system to let people get a few cleric spells if they prove to gods and powers they are alignment fanatics who take a oath or taboo every level. I made one of the worst of my spell per level tables (on the flickr links above) future ready in case I do make paladins or rangers a thing.

Nothing set in stone as yet and most of these are problems which can wait till I have a long term game that choices will enhance. With short term games LOTFP, BX or even my simplified Fighting Fantasy system are fine. Though I am for STR = damage bonus which made me strike blueholme ed from my list for kids because they all want damage bonuses and I don't believe it enhances roleplaying to not make strong people effective at damaging.

I did do a robot class with the robot "spell" list applicable to cyborgs too so a cyborg class would work. A mutant class is pretty viable with all the mutation lists i have done and needs testing. A psionic class would fit here possibly too as I need to do classes in fours.

A note on my settings
Planet Psychon is for gonzo, genre mash up anything can happen but less suited to horror or subtler moods.

Exile Island/Shadelport is based on 80s UK games - a bit more gritty and horrible than anything TSR would do and influenced by nastier end of history - its a world made for murder hobos and better for classic fantasy and horror.

If I do gritty historic or mythic fantasy its off to BRP/RQ...

I did once use Marvel superheroes for a game which was great for magic but and characters semi divine heroes but they kept tearing dungeons apart and destroying architecture and scenery which is something superheroes do but doesn't quite feel fantasy or mythic when every fight destroys a building.