Friday, 20 July 2018

d100 Castaways

Slow going this month with posts but I've been busy with adult stuff.
Here is a link to Tenkar's Landing aka the Black Isle, I apparently wrote almost a quarter of. Doh of course I tend to cringe at my own mistakes and why i stopped working with OSR collab stuff but this is pretty amazing and was a few years in the making before my banhammer. Self loathing aside Im enjoying it.

I chose a empty sea hex added some mountains and a huge underdark with citadel generators, orc tribe generators, ogre mutations, crystal caves which might be handy for a veinscrawl also.

Links on Tenkars page and he deserves the hits for presenting this - several years in the making

Coincedently I have been doing this:

People to find on islands at sea
I make most alone but 1in6 will have 3d6 persons
d20 years a good amount time stranded (longer if crazy)
Most names here are Spanish, Dutch, french and a few Chinease
This could be used in a historic setting

d10 Island life adaptions
01 Gone native and joined a tribe
02 Gone cannibal
03 Crazy with isolation
04 Has a native companion
05 Has taken a slave prisoner
06 Barley able to communicate after isolation
07 Hermit devoted to religion
08 Adopted horrible cult
09 Always scheming escape but years of failure
10 Comfortable and happy

d100 Castaway Assets
01 Pet such as a dog, ape or parrot
02 Plentiful goats for milk, food and hide
03 Wild pigs or deer
04 Treasure chest  
05 Excellent fishing
06 Bird nesting site
07 Friendly tribal folk trade
08 Lots of equipment from wreck
09 Previous settler left shack, livestock and goods
10 Kindly non humans take pity on plight

d100 Castaway Problems
01 Dangerous cannibal tribe in area
02 Hostile tribe holy island
03 Surrounded by treacherous reef
04 Island inhabited by monster
05 Pirates hid treasure on island and visit often
06 Foreign enemy nation raids often looking for castaways
07 Dangerous aggressive animals (tigers, huge pigs)
08 Island is haunted by the dead or spirits or demon
09 Food and water are scarce and difficult to obtain
10 Island has addictive drugs growing wild

d100 Castaways
01 Santiago Gomez, leads 2d6 stranded mutineers who will try to take the ship of any rescue parties to resume the pirate life
02 Bonifiace Ruiz, writes poetry for mermaids he loves but he knows they are man eaters
03 Bram DeVries, ate his fellow castaways and craves more, even local natives fear him, he tells tales of a treasure cave to lure victims 
04 Kersten Jansen escaped a pirate ship to keep her virtue and is wary of any male crews, her father a weathy, spice merchant will reward anyone who saves her
05 Hans Visser was cast ashore for his evil cult ways after attempting to convert other shipmates, he has had demons bring him evil spellbooks
06 Espen Wilems, marooned after failed mutiny against his brother keen for revenge but is also a wanted man
07 Dirk Smit, has a foul temper and was marooned for stabbing ship mates
08 Sebastian Buskirk, survived a wreck and has been exploring prehuman fish man ruins in volcanic caves under the island
09 Lars Bruin, is sole survivor of island of meat eating apes that ate fellow castaways. He believes they guard a golden ape god idol in a cave
10 Felix Bakker, has befriended natives and wants to stay but he will speak to visitors and see if they are trustworthy or not. He might tempt them with stories of a wreck on another island to get rid of them
11 Mateo Tellez, lives with his native bride and children and is happier than his old life. He will trade boar tusks and pearls for gunpowder and shot
12 Hendrick Goosens led his coven of 2d6 cultists here at direction of a demon patron. They need to replace some lost coven members for a summoning and will sacrifice the rest of any strangers they meet  
13 Karel Peeters, a lady pirate who's crew dumped her out of fear. She will happily join any ship crew and is keen for mudrerous rampages and plunder, men fear her romantic interests
14 Nicholas Dijkstra, lives in a treehouse but worries about the volcano on the island. Near the peak are some kind of ruins he is too afraid to explore
15 Luca Martinez, herds goats he captured and lives in peace. He would like a wife or company but happy with his goats and will trade cheese and milk and hide
16 Daniel Esteves abandoned on shore convinced there was treasure on the island. There are mysterious basalt colums in the reef and he is sure there is a hidden cave full of gold and pearls 
17 Mathew Bruin, lives happily here and his fish folk brides under the sea who visit him nightly. He uses gold bullets in his musket and has made his own gunpowder from volcanic resources on the island. He does not want to share
18 Diego Alverez, made a devils pact to become king and was promptly stranded on the island by his crewmates and found a strange gold crown. He will do anything to get off and devote his life to killing the devils minions
19 Jack VanHoebeek, was lured ashore by a selkie maiden and was promptly abandoned. Now he hunts sealions wanting revenge and doesn't want to leave till he finds his former love
20 Phillipe Gimenez, was lured ashore by a siren but managed to escape while his shipmates were eaten because he is deaf. He is keen to escape but vengence against the treasure hording creatures
21 Samuel Munoz, survived a ship attack by lycanthropic seawolves and hides in his lair in fear of the beasts who live near in the sea 
22 Dick Bos, came here for treasure but shipmates were killed by undead pirates and only he survived. The ghosts even took the ship and wrecked it on a reef where Dick cant get at it for goods that might aid him 
23 Caspar VanDijk, was stranded here by crewmates of pirate ship and he is keen to escape the thunder lizards in the jungle guarding strange serpentine ruins
24 Sophia DeJons, pretended to be a man but decided the sailors life was terrible and fled here in a jollyboat. She will join any decent travellers but will maintain her male disguise until she feels safe
25 Conrad Wooter, exhibited plague symptoms and was abandoned. He is still a carrier but syptoms are mostly gone. He will enthusiastically join a crew
26 Akbar Yildiz, far from home he may not speak any common adventurer language. He has a small cannon and is prepared to fight any strangers who come assuming they want to kill him 
27 Camila Suarez, is a witch who sunk the ship she travelled on when sailors harassed her. She lives well enough but wants to return to civilisation. She will use her charms and magic to help and is happy to have a disposable husband 
28 Cornelius Jaagen, notorious cannibal was stranded here when he was identified by crewmates. Even the local cannibals hate him. He is keen to join a crew and tries to get rescuers to wipe out the tribe who would not accept him so he can eat them out of spite
29 Daniela Ximeno, pirates escaped lover who jumped overboard lives with a d6 native women. Will join a crew but her ex will kill any man she is seen with 
30 Joost VanBerg, a wizard thrown overboard and has had to transcribe his spells onto a cave wall from memory. Keen to escape but wants time or means to copy out a new book. He was cast overboard for his demonic rites
31 Jacobus Hendrick, ship plundered by pirates ladened with treasure from a far away kingdom. He wants to return to plunder the natives heathen gold idols of strange gods
32 Jef Meer, ship was sunk by a sea serpent sent by god to punish captain, will join a crew but wary of sacreligious crewmen and very supersticious
33 Klaus Lange, is a werewolf and thrown overboard after eating fellow crewman. Has been fine living on island alone and will offer to join a crew
34 Henrik Timmernman, shot an albatross and the gods of the sea hate him, any ship he sails on will face terrible ordeals while he is aboard
35 Sara Lambert, lived here with her castaway family who all died leaving her alone. She is naive but a fiesty combatant and knife expert and quick to learn
36 Coby Gries, killed three crewmen who dared lay hands on her and they threw her overboard. She dreams of starting a all female pirate crew
37 Eva Groot, survived a shipwreck. Crew and most of the cargo of horses eaten by sharks. She lives with a sole surviving black stallion and the two are inseperable
38 Clarrissa Muelenbelt, daughter of a missionary who's family were eaten by natives to prove a religious argument. She lives in fear but has adapted to island life and has written several amazing novels while here
39 Martin Buskirk, joined a native volcano cult and if a ship is seen will lure visitors to a native ambush to sacrifice for their horrible god under the mountain
40 Elizebeth Boer, wife of a elderly spice merchant who died on a voyage and jumped ship to escape the lecherous crew. She offers a reward to help her get home and claim his wealth and revenge
41 Johanna VanDen, a witch who has been visiting islands to learn exotic new spells and to avoid witch persecutions in the old country. Amused by visitors in wooden ships she can raise a storm if she becomes unhappy
42 Klara Mulder, a occultist who was stranded by a mishap on his demon powered boat while plundering pre human ruins across the world. She has constructed servitors and summoned creatures to guard him. She wants to lure strangers to his lair to enslave and already has 3d6 sailors and natives charmed
43 Gretta Sittart, stole a pirate treasure chest as an act of revenge and hope to get a ship to take her home but concerned her loot might be a temptation
44 Alita Graaf,  a infamous swordswoman stranded here as a plot by a noble she defeated in a duel. If she can get back to civilisation she will go on a rampage of murder across the continent 
45 Wilhelmina VanDerberg, has poisoned a long list of husbands and been a spy had to flee the continant and after misadventures she was shipwrecked here alone. She offers her charms for a return trip
46 Marja Braam, pirate and witch who faked her death to escape her crew and knows where a great treasure is hidden. She needs help to get it and past the undead pirate guards
47 Johan Vos, drunk who fell overboard and is desperate for grog. Will join anyone and try and beg, borrow or steal grog
48 Lucia Diaz, was stranded with other but after she murdered all the women she saw as rivals she had ti kill the men as well for siding with them. Will be happy to join any passing crew
49 Pauline Roy, a colonial governors wicked daughter who has ha scores of pirate lovers die fighting over her. She was wrecked here with a dozen men who all died fighting over her
50 Xandra Vroom, former gang leader and daughter of a criminal matriarch, went to sea to scam treasure and instead was wrecked here, Keen to escape and to return home with something of value to appease her mother
51 Philip Benitez, former highwayman went to sea because of a treasure map and a girl but she stole the map and had his me strand him

52 Saskia Baas, a stranded showgirl who saw other castaways die trying to get a treasure from a trapped cave in a seaside cave, covered by sea in high tide. She wants to escape and to know what is in the cave that robbed her comrades lives
53 Santiago Antunez, revolutionary leader driven to sea by nobility but it was a trick resulting in him being stranded at direction of his enemies
54 John DeWees, a stranded treasure hunter has enslaved natives to dive for pearls for him and had to kill other castaways who he thought coveted his loot
55 Juan Fernandez 
56 Liling Guandong, her junk was sunk on way to a distant kingdom to be married. She doesn't mind so much but a local spirit doesn't want her to leave the island and causes trouble with weather and strange hauntings
57 Benjamin Gimenez, loves to strangle women and stranded after killing the captains girlfriend. Keen to join anyone but cant resist the odd strangling
58 Rebbecca Lange, come to rule the settlement of 3d6  castaways with her clear headedness and practical nature. On good terms with natives who visit island cave shrine 
59 Herman Molen, an explorer with d6 men was on island when a great seabeast swallowed his ship
60 Gabriel Ruiz, notorious demon worshipper on the run, carried here by foul spirits at his command. Wary of civilization and the lengths the inquisition has made hunting him
61 Lauren Tremblay, stranded here since a child, worships the strange monoliths she found, wants to bring a strange idol and cult to her birth land
62 Sophie Perez, was maried to a wicked wizard and she has fled here to evade him. He still spies on her with magic and will meddle in her affairs or her companions
63 Felipe Ibanez, belonged to obscure sect and shipmates threw overboard when they found out. Welcomes strangers but wary of more persecution now
64 Barnend Nunez, found a chest with a spell book and notes and has been teaching himself magic, decided to try summoning demons to aid him if in difficulty but welcomes a chance to get a ship away from island
65 Arabella Boor, travelled here with wizard master who died exploring reef caves looking for prehuman treasures. She has kept up her study to fend off aggressive tribes and will try to get visitors to recover her masters corpse with several magic items
66 Juliana Hernandez, worships the great beast who pretends to be her island, she welcomes travellers and lures them to the treasure caves, the monster maw filled with wrecked ancient ships and trapped sailors and natives
67 Marcus Haan, pirate and explorer once renowned but his crew dumped him on island when he cheated them out of booty. He is keen to renew his career and get revenge
68 Anki Prins, has become queen of a cannibal clan of islanders, who worship her. She has no interest in going home but her father offered a substantial reward for her return years ago
69 Pablo Rodrigez, merchant stranded by pirates who return seasonally to make him confess where his treasure is hidden
70 Anne Rynsberger, a wealth merchant stranded with 3d6 crew members have built a log fort and have enslaved natives to toil in their fields. She wants more settlers to move in and the location given to traders
71 Vincent Nunez, lost at sea in a life boat murdered rest of passengers and then killed natives on the island, keen to join a crew but stab happy and argumentative

72 Gustaaf Graaf, priest who once stranded offended the natives with preaching and now they hunt him. If rescued will implore rescuers to help him convert islanders by force and will try to organise religious services on ship
73 Aurore Hamon, charming maiden but mother cursed her so any man lusting after her meets disaster which resulted in her ship being wrecked and all hands except her lost. She knows some magic herself and would like the curse lifted as her mother died and only a man who satisfies mother will ever be able to love her
74 Adrian Jaager, escaped murderer jumped ship taking him to be hanged, keen to get off island but cant resist strangling and stabbing others and blaming supernatural beings
75 Mei Xingyang, sorceress stranded by her lover over her cheating, curious about exotic lands characters from
76 Abelle Wit, an adventurer who spent years underground before coming up on this island thousands of miles far away from home. Local albino savages from the caves try and capture her every full moon
77 Gertrude Brouwer, was stranded here with others from a wreck but have built a thriving stocade where she brews grog which she trades with the natives and passing ships and now she wants to stay. Some natives want the white devils and their evil brew driven off or killed
78 Ana Visser, while ashore exploring caves and ancient ruins was stranded when her ship was captured by pirates. With her 2d6 companions she has continued to explore and has found gold and treasure and is sure there is more
79 Xandar Molen, stranded for not joining a pirate crew who kidnapped him. He has become religious and has converted the natives and is sure this is his true purpose. Some tribesfolk still practice cannibalism and want him dead
80 Reinier Meulenbelt, descended from Islander slaves has gone exploring to find his roots but the ship struck a reef. With surviving crew and natives they have built a thriving trading post for Island folk and passing ships
81 Rutger Teuling, cast ashore for his foul worship of the rat demon cult, he has brought rats to the island and decimated the placid dodo birds. Local natives have fled and regard island cursed now
82 Julian Moller, stranded when his ship chased away by an enemy nation. All the trees on the island are gone and only goats live among the ruins and statues of a long lost Islander civilization. He has spent years looking for treasure and hoping to escape
83 Helena Konig, remained to help islanders from a plague her crew brought here but all died leaving her alone with her part islander son, still a youth. They dwell in a ruined village and fend off plague zombies each night
84 Victor Stegenga, stranded by crew for his black magic use, has built himself a wizard tower and signals victims he can use as slaves via charms or creating undead. He could have escaped by demon years ago
85 Steffan Antunez, ship was captured by a foreign power and he was stranded for not giving away state military secrets. Wary of visitors from other lands but keen to get home
86 Martin VanDer, a naturalist whose ship stranded him to avoid a storm with a d4 servants and a dog. Keen to get away but familiar with strange marine cliff caves and strange island animals
87 Bruno Meyer, pirate stranded with d6 crew while burying his treasure chest that turned out to be rocks when his ship left. Wants revenge but also has previous treasure chests buried on island also guarded by spirits of men he slew using a terrible pirate spell
88 Juliana Vinke, lives here with her d6 pirate sons who stuck with her when the crew could stand no more of her black magic. She uses spells to enslave natives and they have uncovered treasures in strange reef caves they only partly explored. They will try and seize any ship with subterfuge and magic
89 Chen Sanchi, explorer for the emperor back home but ship lost in storm, has valuable maps of his exotic homelands but would rather die than let evil foreigners get them. His advanced engineering knowledge has improved the native village and they love him
90 Longwei Henan, a black lotus trader from the hidden lotus kingdom who only has a few pounds of resin left. Keen to escape to any civilized place knowing lotus trade routes will get him home
91 Andrea Haas, broke a pirate code over a murder over gold and stranded here, keen to join any crew and find a attractive men, she is a fearsome beserker in battle which is a problem for her side when enemy all dead
92 Gina Valez, a spy stranded here by her former lover a religious advisor and spymaster of a king. If she gets home her knowledge will bring down a dynasty and a religion
93 Antionette Laurent, a young decadant noble lady who survived a shipwreck with her puppy Monsuir 
Moelleux. As she is a wizard the natives worship her which she thinks proper but she expects this from everyone lesser thus several passing ships left her. She will consider taking a ship but her natives have no expertise at advanced sailing ships94 Alexander Ruysch, while trading with natives was kidnapped and his ship fled. Over time they released him and he has settled with a native bride. He runs a merchant trading company and will reward any who bring him home
95 Avery Bouchard, a common sailor who jumped overboard to escape a keelhauling, friendly but a compulsive thief 

96 Bastien Martin, stranded adventurer having returned from elemental planes but now here far from civilization with magic treasure and pet monsters he hatched from eggs
97 Ivana Cortez, burned her ship to force her crew to plunder the ruins and caves of the island where reptile folk dwell. Most have died and she assumed she would be rescued years ago
98 Avaline Gagnon, flew here by broom with her cat years ago to escape persecution. She offers visitors potions, fortune telling and information of caves in the islands dormant volcano and the serpent folk temple ruins within. Each night her Tako lovers come from the sea to pleasure her
99 Andre Moreau, stranded with his beastman comrade keen to join any crew to get off, feels honour bound to save the lives of his rescuers, as long as his beastman friend is included
100 Bernard Dupont, was teleported by a wizard here years ago. Will offer to join any crew but knows location and secret entry to a evil wizards lair far away

Sunday, 15 July 2018

d100 Feral kids for Murder Highway

These are stray children to find in the wasteland of my roadwar game. Aparently i did too many urchins for my dnd game so here is my apocalyptic roadwar cult game take.
Did see an anime where half crew of a sub were feral kids recruited by captain.

d10 Greatest Problem
1 Getting day to day food or water

2 Slavers or gangs
3 Cannibals or undead
4 Missionaries or state welfare do gooder scum
5 Dangerous mutant animals
6 Trying to find family or lost friends
7 Suffering from trauma from past abuse
8 Ignorant, problems with basic communication
9 Wants revenge on someone who wronged them
10 Seeks a safe home or shelter

d10 Favorite Thing
1 Gun or knife in good condition

2 Scrap built or rusty pipegun or shotgun
3 Hand grenade or pipebomb
4 Bags of meds
5 Doll or other common toy
6 Hat or clothing item
7 Electronic game or watch
8 Lucky charm
9 Tourist attraction merchandise or sport memorabilia
10 Photo of loved one or other loved ones item

Bonus Blood Type Table
01-38 O-positive 
39-45 O-negative 
46-79 A-positive 
80-85 A-negative 
86-94 B-positive 
95-96 B-negative 
97-99 AB-positive 
00 AB-negative

Handy for organ legging (see 49) or japanese romance

 Feral kids for Murder Highway
01 Emil Twisty, feral kid with dingo and razor boomerang, unable to speak except in growls
02 Lorna Dune, sole survivor of sprawling abandoned bunker complex, desperate for food 
03 Tweedle Cruize, lives in buried cargo pod of military drone parts he controls toll choke point on local roads
04 Lyrol Sin, roams wastes with grenade launcher looking for gangs to purge for Jesus
05 Elly Comal, lives with mutant dingoes in wrecked burred schoolbus
06 Barney Googler sells data he hacks, lives in ruined mobile phone tower
07 Zora Katar, ex gang brat runaway pretends to be needy to infiltrate others for her crew
08 Minga Zin, mutant prodigy with weird powers but no visible afflictions, hunted by corps
09 Carter Halo, vigilante kid gang leader, kills ppl who hurt kids or comunities
10 Zero Thule, collects scrap from gang battles and building own motorbike, wannabe street samurai 
11 Gogal Sokolov, runs a communist youth gang in a sewer system, dreams of world wide revolutionary utopia
12 Mindy Keller, sickly girl needs meds, infected with necrovirus will zombify on death
13 Billy Zan, Scrap dealer lives in trash heap, sells parts and grilled rats to travellers
14 Sunny Klaw, trying to grow crops in the waste to survive, needs corp seed stock
15 Vinny Shanker, wants to be a trashside pimp and fixer, offers to hook travellers up with dealers and traders
16 John Prester, leads a youth gang in a ruined underground carpark, claims is the promised land foretold  
17 Eggbert Dodger, fat kid sells fried dough to travellers with various sauces and jams
18 Patty Melon. bitter sour faced kid with knack for finding food in wastes
19 Gilbert Drake, good at fixing things and helps local mechanics for food scraps
20 Karen Gleaner, has a knack for finding lost sheep and collects wool scraps from wire fences and vegetables from abandoned fields
21 Arnold Scrap-King, ride a bike, wears cool glasses, smokes cigars, sells guns and ammo found after gang battles
22 Kim Mindaburra, collects fuel left from wrecks or abandoned cars or anything parked too long she sells for food
23 Katie Flax, rides a sail powered trike across the waste she built herself looking for her family
24 Bindi Gundaburra, lives with mutant crocs she lures travellers into their billabong to feed them
25 Steve Gnasher, young cannibal collects dead from battles, barley talk and hates adults
26 Fanny Hill, wants to lead kids revolt against everyone over 12 who broke the world
27 Corky Screama, lives with mutant emus in wastes and raids farmers grain and crops 
28 Fatty Chumbucket, cooks best rat stew and other waste delights, a gifted cook, dreams of owning a roadhouse
29 Elise Fourfiveone, escaped corporate clone suspicious of anyone clean or with a job 
30 Pricilla Davenport, lost socialite brate with huge reward for finding when parents VIP airship crashed
31 Manny Flange, lives with feral goats and sells milk to travellers
32 Petey Liar, likes to tell big lies to get attention but sometimes he is right ut nobody believes him. Will tell at least two huge lies before a lucrative truth
33 Troy The Invincible, a unnaturally lucky mutant lots of people want to keep around but they cant catch him
34 Glory Jones, devoutly religious cult survivor likes to preach but is a good medic
35 Porky Cutler, expert at fishing knows best spots and how to avoid mutants and ghouls
36 Arkala Gibbara, lives with her mutant bull terrier Ripper, big enough for her to ride
37 Soma Tailor, sells chems and has her own drug lab after her gang was killed by cops
38 Villi Scar, ex gang tough, needs a new gang as old ones are gutless losers
39 Simon Granita, will do anything for sweets and get into all kinds of terrible adventures
40 Frankie Ray, wants to be a cyborg but is too young, wants to hang around with any borgs and has some scrap limbs they found already
41 Harriet Placebo, escaped from lab carrying a valuable antibody in blood, all she knows is corps out to cannibalise her
42 Violet Creasy, 
43 Bingo McGuffin, carries a chip stole off a suit and wants someone to help sell to the corp who will kill to get it back
44 Elfin Squeeze, cave clan kid from sewers, leads rag tag gang into the deep to avoid adults
45 Bunny Nguyen, lives in ruined van with various animatronic plush toys some she has programmed to kill
46 Vance Cleaver, sells bushmeat and expert hunter, skinner and haggler
47 Prettyboy Cutler, expert with knife throwing and climbing gets into all kinds of trouble and follows interesting troublemakers
48 Flash Pyro, loves arson and likes to burn parked cars and houses, nobody wants him around
49 Johnny Heart, has become a organlegger and has a secret fridge hidden in a ruin. Likes to DNA test travellers and check market value for organs
50 Plucky Johnson, rich brat ran away from home to catch and train mutant pets, robs travellers with pets for food
51 Albert Juicepig, makes goon, grog and hooch for gangs from rotten garbage

52 Chip Raffle, runs gambling den and has hired several huge morons to be body guards
53 Albert Tanner, has evidence of cult leaders crimes and on the run, wants someone to help him destroy the cult
54 Finn the Tunnel Rat, knows secret entrance to local settlement but charges
55 Lloyd Green, knows a secret fertile area were he communes with mutant plants 
56 Percy Chickenlegs, catches wild birds and sells cooked as bush chicken in various forms
57 Plucky Boner, collects roadkill and scraps for a hidden biofuel converter and sells food, carries a hatchet, cleaver and butchers tools and filthy sacks
58 Clag Pasteface, mutant child with hideous face wants cosmetic surgery and dreams of schemes like heists to afford or to blackmail or hack a automed station
59 Sally Crumb, hears alien voices that guide her uncannily and when near people see all kinds of strange lights since she disappeared and returned
60 Alfie Stabber, lil gang punk threatens everybody and harasses women even though only  years old
61 Yoruba Abdalla, escaped African war by boat thinks the Oz wasteland is easy living, wears necklace of severed hands and carries machete, assumes cops would kill or recruit him
62 Squealer McGreggor, sells info to the cops and hated by gangs but secretly they all use him for info on rivals and nobody touches him
63 Pauli Scrag, loves explosives and has been miking own gelignite and molitovs and pipe bombs he can use to blow up cars
64 Miranda Fontaine, used by a corp hitman for years before he was killed, she has money, high tech guns and some cyborg implants and is looking for a new father figure as the last few she had too kill
65 Keeble Biafra, raised by underground freedom fighters and now revolutionary propaganda 
graffiti but dreams of hijacking a radio station to get word out
66 Oscar MacKosh, likes to club loners and rob them and has it down to a fine art, always has escape route and huge bag of weed
67 Gloria Fang, carries a machete and has a pet feral cat as big as a pitbull, her humpy is decorated with rotting severed heads
68 Corinda Haffenfatner, carries a shotgun and wears a tophat and loves magic tricks
69 Zanr Gregor, a gothic mutant people shoot at thinking he is a zombie, he is a talented all round artist and poet and his lair has amazing decor
70 Ludvig Crane, a child with rare vampire strain of necrovirus but only in early stages. Phobic of sunlight and starting to drink blood, strong for age
71 Abe Skull Kicker, has invented a new wasteland sport all the kids in area playing and network tv interested in buying him

72 Ola Pavlova, makes amazing clothes from trash and the mutants in the local dump are extraordinarily stylish
73 Pan Fiddler, plays lots of instruments and even charms wild animals so he can shoot and eat them
74 Corey Mirrorshades, is the coolest kid ever on his bike with leather jacket and snappy one liners. He expects to rule the wastes one day but for now he will follow any cool adults to learn
75 Smeghead, hideous kid eats garbage, rats and stray dogs. Barley speaks but knows location of a underground airforce base but nobody listens
76 Laura Gumby, good natured kindly child saved several people from burning wrecks so locals feed her and look out for her
77 Binny Matabunga 
78 Donny Turtlestien, wants to be a mutant ninja tortoise and lives in sewer with home made weapons and armour but he might follow a new hero if meets one
79 Billy Blag, plays the guitar and sings revolutionary folk songs urging commoners to rise up and burn civilization down
80 Wolfy Jones, expert tracker, hunter and hooligan for hire, terrified of school and baths, wears dog furs
81 Stinky Pukefinger, brews foul concoctions that keep mutants and gangs away from his treasure trash heap
82 Sarah Manly, actually has memories of elderly billionaire in a failed immortality scheme but family dumped in the desert and scammed all the money. Needs dupes to help get money back and pretends to be nice and helpless
83 Cara Klanley, bosses around a hopless mutant clan who would starve without her guidance but she is getting sick of them, good planner and problem solver
84 Barron Gordon, rich brat dumped in wastes in failed kidnapping and awaiting rescue that will never come because family killed in corporate wars
85 Silky Catspaw, expert thief trained by a gang but has run away to wastes to start her own gang or find own opportunities
86 Bullfrog Barnes, a mutant warty kid who ex cells at swimming and diving and has found a airforce bomber in a salt lake bed he hopes to loot one day with help
87 Patsy Blaze, pyrokinetic escaped from corp psionics lab and on the run
88 Pandora Corman, has an entity from ovrspace inhabiting her and on occasion it leaves her body to massacre dozens of people. She seems nice and harmless and clean and doesn't remember her protector
89 Ripper McGaw, has a high tech hand chainsaw and like to chop stuff up for fun including anyone who crosses him
90 Clarrissa Peeble, a witches daughter who has been developing her own powers and has been been contacting her matriarchal spirits for training. She wants a protector and is subtle with her powers to avoid her mothers fate at the hands of an angry mob
91 Earnie Kurana, had his tribe killed but has started working as a guide and tracker and can look after himself. He is suspicious of white folk but likes to charge them money
92 Rex Cars, as a feral kid explored closed dinosaur parks and has several hand raised dinosaurs hidden in a secret wilderness location
93 Adolf Gruber, was raised by Nazis in a vault and was sole survivor from a mould outbreak. Ignorant of normal social codes but has many useful skills and is willing to adapt to reality outside and change for better or worse depending on influences

94 Jenny Keneally, wants to be a deathracer and is eager to join up with any she meets to learn the trade. She has made her own racing jumpsuit. 
95 Clive VanDorf, escapee from Rhodesia before the Zone Wars, and has been relaxing in the wastelands. Having been looked after by hippy commune he has become kinder to others and over his racist and violent past. Tries to help the weak and is huge for age
96 Percy Grimly. a hacker and child serial killer from the city fleeing an investigation. Having faked his death he pretends badly to be a wasteland survivor but wants some adults to protect him and provide access to high tech. He has an advanced military grade combat cyberdeck
97 Melanie Plover, a gifted athlete who escaped her mobster parents. Stranded in the outback she wants a new identity and revenge. She stands out with her language and speech and outback scum are circling her like predictors
98 Anton Tucker, raised by satanists tries to find victims he can lure to occult sites and haunted houses. Utterly evil and despicable but can be charming. Tries to summon demons and collect evil books
99 Sophia Marks, psionic healer who was attracted all kinds of unwanted attention from gangs and black ops from corp psi labs. She has been on the run and needs a break
100 Devlin Morris, half demon and plans to hasten the apocalypse which is going much too slow. Suspiciously cool and talented but will assume demon form when sick of adults and craves murder

Saturday, 14 July 2018

Return of the Reptilians

This is a guide to lizard folk around the world. Some have exotic abilities.
My generic lizard men not as amphibious as standard dnd ones.
Might do a reptilian warzone post. Done reptilian mutations.
As my new setting im working on has reptilian remnants everywhere I thought this would be handy but it does overlap with my beastmen project.



Marine Iguana Folk
Green-blue warty hide with dorsal spines, some with red colour or with algae on skinHold breath for up to an hour, swim at normal movementThis ancient tribe live in basalt islands covered in ancient ruins they may have once built as slaves long ago. They are naive about affairs and people off shore but slavers have been kidnapping them to use as pearl divers.  Some islands are more wary. Some dwell in underwater caves often with pre human ruins in them. They do eat meat and shellfish but mostly subsist on marine algae, seaweed and cactai. Many think them hideous and monsterous but they are one of the friendlier breeds who can be convinced to help with underwater exploration or investigating ruins. They prefer tridents, nets and obsidian bladed daggers and war clubs but these are mostly stored in secret caves or used for fishing.

Thorny Devil Folk
Tan, some black and yellow or umber
Covered in thorny warty spikes, survive with 10% water of similar size creatures

This desert race look devilish but are mostly peaceful desert dwellers who make sand art and desert topographic art which they use as maps to locate tasty giant ants and water. Well concealed in desert areas especially rocky outcrops. Will eat other giant insects and people if given a chance as they waste very little and carry few tools. Most use throwing sticks, clubs, small wooden shields, boomerangs, javelins, darts and atlatl (woomeras, also a club, digging tool and bowl). They weep tears of blood if sad or wounded.

Gila Folk

Red and black or yellow and black mottled patterns
Large +1-2HD, with a venomous bite save or 2d4 necrotic damage over an hourLarge feared monsters dreaded by neighboring peoples but actually they are peaceful and exploited. Slavers enjoy their reputation and size as harem guards, pit fighters and gladiators. Some people recognise them as peaceful and respect their preference to be left alone. They often use spears, shields, huge war clubs and mauls. Some lick their weapon edges before combat.

Frill neck Folk
Tan, yellow or grey, some turn red or pink when angry
When enraged a large skin frill becomes erect making them look huge

Live in forests and deserts and mountain, they are quick runners on all fours 15" or two legs 12" and skilled at hiding. When defensive their frills erect, some change colour and they hold their mouths open and hiss. Mostly live in small families and use simple technology. 

Chameleon Folk
Often green but can change colour to hide, communicate or depending on mood
Independant moving eyes (being surprise 1in6) Stealth (Surprise on 1-4in6)

Sneaky forest and jungle hunting tribes some are quite civilized and also use magic with illusions being favorite spells. All types enjoy bows and blowpipes and prefer skirmish tactics to harrass enemies. Up close they use carved wooden war clubs for melee or throwing. Some use bolos also or javelins with atlatl.

Various colour schemes depending of environment, soft skin, some partly transperant
Large padded toes  to cling to any service (Surprise 1-3in6), large eyes (surprised on 1in6)

Peaceful insect hunters often live in caves, cliffs and forests. AC one point worse than most lizard folk. Very nocturnal and hunt by night. Some more civilized ones enjoy wizardry also but thieves are quite common among them. Javelins, nets, clubs and atlatl most common weapons but some use blowpipes also. 

Often coloured for camoflage in forest or desert,Expert trackers using large tounges, Diseased bites save or half STR and Mov for a d3 days
Often quite large +1HD. Mostly injure victims with bite then follow them by tracking when victim grows weaker then tear prey apart. Clubs, javelins and throwing sticks main weapons but also blowpipes poisoned with their spittle for smaller ones.

Blue green scales some with algae for hair or shellfish growing on plastron
Plastron shell AC15, Swim at foot speed, hold breath 40 minutes 

Turtle folk can often be hundreds of years old, are very wise and patient. They can be a bit crabby and crotchety and absent minded when old. Some breeds are more maine oriented but tortoise folk are less aquatic often living in deserts and anywhere far from humans. Both types often live on islands building stone citadels where they keep their ancient knowledge. They enjoy singing but most other races don't appreciate it. Often use maces and spiked clubs.

Mostly brown often with yellow or green diamond markings
Venomous bite, some breeds can spit blinding venom instead

Cobra men are a tropical serpent man race notorious for cults and their ancient jungle ruins. They are despicable vile evil creatures who unlike other breeds crave human slaves, cultists and hybrids. Like to use swords, daggers, bows and javelins.


Varied colours from region to region some bright and colourful others are chamoflaged
Non venomous, large +1 HD, very strong 17, surprise on 1-3 

Python men are muscled silent killers who served as the muscle of the serpent empire of old. Less malicious than their kin. Feared as wrestlers who will eat humanoids their own size and sleep it off for a week. Use maces, flails and spiked clubs and javelins and bolos.

Viper (Horned Snakemen)
Various colours blending in with local climate with horn like thermal receptors
Venomous bite, thermal heat sensing vision Surprised only on a 1

Horned viper men were great wizards an priests and less sadistic than their kin. While they had human cults and subjects they preferred to be loved than feared and kept their subjects dependent on them. They acted as healers and prophets and providers of underworld wisdom and fertility. Like to use swords, daggers, bows and javelins.

Green or black some are more blue tinged 
2d4 bite, 17 STR, +1HD and AC13 Swim foot speed and hold breath 40 minutes in water
Huge lumbering creatures were greatly feared and used as elite guards and shock troops by ther reptilian empires of old. They would gobble up their enemies after battle and sleep for a week. They are not very bright or malicious just hungry and they serve other reptiles as troops because it always leads to a meal. Some worshiped them partly out of fear but also for fertility and their aquatic links. Prefer two handed weapons like mauls or long spears or axes.

Various colour schemes depending on environment, some feathered
d6 bite and d4 claws, AC13, good trackers 

Aggressive pack hunters who enjoyed serving other reptiles, acting as scouts and elite troops. Very agile and ignore terrain while in pursuit of enemies. Like to us javelins, spears and darts.

Various colour schemes depending on environment
2d4 horns, +1HD, AC14 

Placid and slow to anger but when guarding families are very aggressive. They also act as guards. Stoic and peaceful grazers if left to own devices. As soldiers they are elite phalanx troops with shield and halberds. 

Various colour schemes depending on environment
2d4 tail attack +1HD AC7, Beserk +2 hit and damage
Mostly peaceful but easily angered by violence or threats to their children. Often act as individual elite troops and guards and gladiators. Like to use axes, flails, mails, bolos and spiked clubs.

d12 Common Mutations

1 Albino with infravision
2 Dwarf x1/2 HD
3 Huge +1-2HD
4 Two Headed, one always awake, could cast two spells at once
5 Metallic Scales +2AC
6 Shapeshifter from humanoid to beast form 1in10 human looking form
7 Magical with spell casting class abilities
8 Degenerate idiotic savages
9 Prehensile tail, useful for grappling or climbing
10 Hybridise with humans
11 Giant +2HD
12 Regeneration 1HP/round but not fire or acid damage

Friday, 13 July 2018


A tangent from my lycanthrope stuff.
Travelling and working mostly exhausted plus life drama
school family work government drama but im happy
Also my care factor diminishing on blogging a bit right now

also if your in Adelaide and on FB there is a dnd con on
include other rulesets which is nice

Beserker Styles

This might make my mutation pdf im doing now.....

Fury (1 weapon slot)

+1 Hit and damage, +2 fear and morale checks for one turn
Aggressive and belligerent to enemies then anyone around who fights or argues back
Wont back down while active so and will start to fight easily
A common weapon skill for fighting types or bullys or jerks or drunks or angry mobs
Default lasts for a ten round turn with some getting more uses or round per level

Beserk (2 weapon slot or Fury +1 slot)
Can fight in negative HP up to -10HP during rage but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possible
Once enraged will kill till nobody is moving or a ten minute turn runs out
Default lasts for a ten round turn with some getting more uses or round per level

You could by extra slots for extra uses per day

Chaos Beserker Cults

Channel chaos spirits into their body they unleash when enraged.  Its a condition more like a infection because berserks can be foolhardy, go on killing sprees and easily enraged. If they survive as initiates a two years they gain the chaos frenzy ability. Only chaotic alignment can use. If they become veterans for five more years they gain the chaos spasm ability. The greatest champion of a great temple can call down powers of a chaos god to fill them. Champions of chaos call upon powers inhabiting them temporarily.

Mutants in chaos cults love gaining extra mutations and new strains of mutagen.

Chaos Frenzy (1 weapon slot)
Enraged by Chaos, 
while in a frenzy, roll a random lesser mutation,
Chaos Spasm (2 weapon slot or Chaos Frenzy +1 slot)
Aroused by Chaos, 
while berserk roll two minor mutations and a major mutation 
Chaos Avatar (3 weapons slots or Chaos Spasm +1 slot)
While also berserk Roll a d4 minor mutations, one major mutation
and roll a major mutation per round

More Beserker Items

Cursed Beserker Greatsword +1

Save or never want to not use sword. Always goes berserk in any fight. Become chaotic, bitter and only able to tolerate other berserk. All have bloodthisty names and the sword will rarely leave your sight again. Some call it a curse.

Beserkers Battle Axe +2
Gets a free extra attack once a round versus unconscious, dying or wounded or innocents in reach while beserk. Cursed like the beserker sword also.

Beserkers Shield +1

When bitten and chewed user becomes beserk for ten rounds or a turn. Works two times per day, usually has a glorious or frightening artwork decorating it.

Beserkers Belt of Strength +1

This belt ads one to strength when beserk only

Fury Torc
Can start a fury once per day

Saturday, 7 July 2018

Review Time and some projects

I got This awesome review thanks
Probably not my favorite work and least likely to be revised plus I think i forgot to number pages. I guess all my books are unfinished fan works in progress. Most I intend to revise with more content and if possible kickstart the better ones to pay for editing and artwork.

Most of the books take 1-2 days to layout. Editing for me is slower than writing the damn thing and not really pleasant and in some cases makes me not want to write. I have not returned to writing like I did before 4 days correcting some errors in Psychon. If anyone does foolishly feel the urge to edit for me the best way is to mark up a pdf. Page numbers doesn't work as with a big book some edits will throw out page and line numbers. I worked for three newspapers and a uni marketing dept making journals and we used pdfs.

Proper content pages fairly high priority for future revisions

I don't mind repeating some content in books as I might have several books open at the same time for different things at the table.

My Patreon Page is a few books ahead of what is on my downloads page here and several one sheet dungeon zines at the moment. Because of patrons at certain tiers im making a dungeon zine and a book a month at the moment. Still thinking of a suitably $5 reward as Ive had one patron request for content. Polls seem best way of sourcing what ppl want there. Space book and Redbrick dungeon book are available on Patreon now.

Will be doing a mutant manual with all my revised mutation tables and mutant class this month. Hopefully one on beastmen abhumans in future too if I get some more beastmen descriptions done (they are work take 3x longer than most blogs)

Id like to revise my treasure book, gothic book (needs gothic geomorphs which sounds like work) and my murder hobo book as I have lots of new murder hobo content and drew some lady murder hobos. Goatquest still a hopeful. Hoping on a zine of lairs too. A zine of villages might be nice. I wanna do a big map of post ruin Broken Hill too soon.

Im about 12 posts away from making something for general release again.

My other dungeon zones need more work so might start writing to focus on one of my planned dozen books on this, will probably do a poll. Should start some zines on my rule system i can compile together later.

I have goals of using LuLu but the hardcovers are in US inches and not sure If I want to rework book or need to? Nobody offered anything useful on this. I could just experiment. I struggle to afford hard copies which helps editing alot so will buy more Ink and get some test prints.

Will be paying for completion space book cover then will commission a new cover possibly for Xor or psychon. Meeting a artist I hope to copy his sketchbook and possibly colour in Sydney.

More interested in writing some cthulhu stuff but it is more research driven and slow now I have 7th ed and mostly buying and playing CoC now. I'm lucky to get dnd a few games a quarter.

Im away working for 2 weeks shortly so mostly writing in that time.

Current to do list of blogs:
Lizardmen breeds
Mythos museum fillers
Meat mages
Global villains for modern era

As always requests welcome.

Thursday, 5 July 2018


One of the best things about the rare Melbourne 1980s RPG RUS was any player could be a were creature and it wasnt that bud but the christians didnt like it so much. It was sorta dnd meers Runequest d100 skills plus russian fairy taled and pretty awesome. Anyway it had were owls, falcons, horses, crows, badgers all kinds some wearing old fashioned pagan era armou. It also had fearure you couldnt have a pagan sorcerer and a christian priest in the same party. You either took the guy who made pacts with demons to call some goblins from hell or the guy who heals you and stops evil stuff like wizards.

Anyway big fun, So this month will do some mutations, beast wars, lycanthrope stuff and I will be In Sydney working. Rents and hostels have gone up so I have to drop a whole level of standard. Still might be last time i can afford to work for a while. Will see how Im going. Will try some of my new unamed setting then. Plus some more of my redbrick book with LOTFP.

d10 Magical Animal Folk
1 Talking Animal (1in6) can cast spells or a character class
2 Beast Men Abhumans related to a animal species
3 Beastlings  small race of beastmen more like
4 Dire animals prehistoric larger survivors of the past
5 Giant Animals are magically enlarged animals, many also smarter
6 Ogre Beasts are ogre animal hybrids who eat people with animal features
7 Beast Lords are magical ancestral beast spirits who may form bodies
8 Were beast shape shifters spread by an evil disease
9 Spirit Folk animal spirit changeling folk
10 Beast Gargantua 30-50 HD monsters

Lotsa good monsters and Lycanthropes here

Werebeast Basic powers
Most turn under a full moon into animal form
Some can become a hybrid for or change at will if experienced
If you lose half HP from werebeast you have caught lycanthropy
All these require silver, fire or magic weapon +1 or better to harm
Summon a d3 animals for a d4 rounds

Att d6 Hoof x2 + d6 Bite or trample 3d6

Mov 24" or 2" Leap
Throw a rider for 2d6 damage then trample them as a surprise or might torment them

Werehorses like to trick people into riding them so they can throw and trample them. Some steal normal horses and might be horse thieves in human form. They are cunning sadists and like long plans even being someones horse for days before going on a murder spree. Many live as tame horses for months for food and travel then murder their masters.


Att d6 Claws x2 + 2d4 Bite

Mov 12" or 16"fly
Ambush 1-4 if gliding attack
 from above in the dark
Lift Prey, If both claws hit can lift a person for a round of movement and drop them
Blood drain,Can suck 2d4 blood each round after initial bite attack

Owl witches are often spell casters and live in communities plotting the overthrow of common order. They like to eat babies and will haunt an area as a witch coven. Kill by night and harass travellers.

Att d6 Claw x2 + d6 Bite hangs on each round

Mov 16"Beserk, during rage can fight up to -10HP  but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possibleBlood Drain Once they get teeth in suck 2d4 HP blood per round until one is dead

Horrible gnarly scrawny sleazy hairy folk prone to working as sappers, miners, bandits, kidnappers, thieves and bloody murderers. Enjoy killing and smell of blood makes them berserk. Good on boats, tunnels, urban and other environments. Can climb and hang on ropes with their feet while fighting and biting. They track by scent and like eating small humanoids or halflings.

Att d8 Bite+poison or grapple 2d6 per round after hit 

Mov 9" Swim 12"
Poison save or die, some breeds have sleep, hallucination, madness, or charm effects
Ambush 1-4 chance for surprise if from above or hiding while very still
Made by serpent men to replace lost members of their race. Many are spell casters or have a character class. They are cool and calm but will consider eating any smaller beings. They are a bit slow and cold make them lose more movement points. They will hide and ambush victims, dropping from above and can stay still and move slowly  and can climb easily. Their cult wear robes and have spread temples across the world with their wizard priests. Many serve serpent men as minions.

Att d8 Hoof x2 + d12 Bite  or Trample 4d6

Mov 15"
Beserk, fight in negative HP up to -10HP during rage but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possible

Enemies of early man but recently returned killing man sized creatures and even giants. In ancient times men left them offerings. Early kings would battle them to prove their worth.  These monsters destroy whole villages and if a group gather they systematically wipe out any animal big enough.


Att d6 Hoof x2 + d6 Bite or 2d4 Headbutt or Trample 2d6

Mov 12" or or 2"Leap
Goat can charge at least 2" charge +1 to hit and does double headbutt damage

Horrible demon worshipers who serve cults and witches. They enjoy lusty moonlit dances, murder and chanting evil demon names in bleating goat choirs. They don't like human clergy, templars, clerics, inquisitors or any humans who don't fear them. They love demons and demons love them.

Att d8 Hoof x2 + d12 Bite  or Trample 4d6

Mov 12" or 18" swim or 3" leap
Can hold breath one hour, ambush in 1-4 if hiding in water to attack

Horrible wetland creatures common near swamps and creeks. During rainy season they croak loudly and become lascivious kidnappers and cannibalistic killers. They can be quite haunting croaking in growing groups, gathering before a pre dawn attack. Dangerous in waterways will tip up boats or attack at crossings and crawl in sewer pipes and thin gaps a human couldn't. They worship ancient amphibian gods who have seeked revenge since only darkness and water and void existed.