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


d100
 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.

Type
Colour/Markings
Features

Notes


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.

Ghekko 
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. 

Goanna
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.

Turtle
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.

Cobra
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.

Python

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.

Crocodile
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.


Raptor
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.

Triceratops
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. 

Stegasaurus
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

Beserkergangbangers




































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
https://www.facebook.com/events/205016126914294/

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
http://lizardmandiaries.blogspot.com/2018/07/osr-pdf-reviews-2-fast-locations-cave.html
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
Beserkers
Mythos museum fillers
Meat mages
Global villains for modern era

As always requests welcome.

Thursday, 5 July 2018

Werebeasts!































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
http://www.lomion.de/cmm/_index.php#g

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


Werehorse*
AC15
HD6+2
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.

Wereowl*

AC14
HD5+4
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.


Wereweasel*
AC16
HD3+4
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.


Weresnake*
AC15
HD6+3
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.

Wereauroch*
AC16
HD9+4
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.

Weregoat*

AC14
HD4+2
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.


Werefrog*
AC16
HD9+4
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.

Wednesday, 4 July 2018

Barbarian Tribes of the Elder Wastes





































These are for my new setting. Fluff for barbarian tribes and some notes of races and stuff.

Just to give some proportions of peoples in the world.
That show humans are not no1
That civilized humans are a minority
Influences of animal and elemental and humanoid cults

d100 Races of the Wastes
01-30 Human
31-35 Halfling
36-40 Gnome
41-50 Dwarf
51-60 Elf

61-70 Orc
71-72 Troll

73-77 Ogre
78-80 Giant
81-90 Goblinoids
91-87 Beastmen Abhumans
98-99 Elemental Abhumans
00 Spiritfolk Changelings

In this setting humans are expanding territory and clashing with other races who are doing  the same. Since the fall of two magical empires ruling for most of history, huge frontiers are being opened. City states, wizard kingdoms and barbarians all hate each other. The city states are theocracies and local wizards have to be affiliated with a temple.

Humans Types
01-10 Cavemen Tribes, barely vocal, worship beasts and giants
11-60 Barbarian Great Tribes, kingdoms of clan chieftains one of the great tribes
61-70 Wizard kingdoms subjugated by wizard overlords
71-90 Warlord Kingdoms, mostly based around a fort and a major settlement
91-100 City States, each with a patron god, bronze age, massive army proof walls

d100 Great Tribes

01-05 Bright Kingdom
6-10 Shadow Kingdom
11-25 Spirit Kingdom Tribes
26-35 Death Kingdom Tribes
36-39 Dragon Land Tribes
40-60 Beast Tribes (Any)
61-65 Plant Tribes
66-72 Ancestral Tribes
73-77 Earth Tribes
78-82 Air Tribes
83-87 Fire Tribes
98-92 Water Tribes
93-95 Hell Kingdom
96-98 Abyssal Kingdom
99-90 Tribes of Paradise
91-93 Arcadian Tribes
94-86 Nightmare Kingdom
87-90 Dream Kingdom
91-95 Tribes of Chaos
96-00 Tribes of Law

1 Bright Kingdom Tribes (Lawful Good) Land of Light
Clans d4 1=Lords of Radience 2=Bright Ones 3=Shadow Breakers 4=Dawn Tribes
Custom d4 1=Chastity 2=Never lie 3=Obey Marriage Vows 4=Don't Start a Fight
Worship a pantheon of sun and light gods obsessed with purity and hunting the wicked
Descended from the gods to wage war on darkness and evil
Kingdoms are herdsmen with a fortress palaces built by nobility, use chariots

2 Shadow Kingdom Tribes (Lawful Evil) Darklands
Clans d4 1=Shadow Ones 2=The Moon Children 3=Night Lords 4=
Custom d4 1=Kleptomania 2=Curious 3=Prankster 4=Twist the truth
Worship a pantheon of mysterious nocturnal powers of darkness and the night
Descended from the gods to elude and evade bad destinies
Kingdoms are rainy cold mountains where mining, weapons and assassination

3 Spirit Kingdom Tribes (Any) Spirit Clans
Clans d4 1=Ghost Speakers 2=Ancestral Sons/Daughters 3=Lords of Limbo 4=Spirit Lords
Custom d4 1=praise local spirits 2=talk to dead 3=enter trances 4=talk to local spirits
Worship spirits of local land or dead or nature for advice and help
Descended from the spirits of nature and local petty divinities
Great misty lands of herdsmen and hunters deal in furs and horn and amber

4 Death Kingdom Tribes (Any) Doombringers
Clans d4 1=Doom Lords 2=Slayers 3=Death Hammers 4=Grimfangs
Custom d4 1=execute the wicked 2=bury the dead 3=protect graves 4=kill necromancers
Worship the grim reaper and objects to unnatural powers interfering with death
Kingdom of ancient necromancer ruins planning to destroy all who don't worship death

5 Dragon Land 
Tribes (Any) Dragon Kings
Clans based on draconic colours and linked to climate eg d4 1=white 2=red 3=black 4=blue
Customs d4 1=feed dragons 2=protect dragons 3=kill dragon foes 4=give dragons gifts
Worship a local dragon probably for many generations
Descended from dragons, dragon beast men and other creatures
Remnants of a draconian empire that flourished at the end of the age of darkness

6 Beast 
Tribes (Any) Beast Lords
Clans based on species in area eg d6 1=fish 2=lion 3=wolf 4=horse 5=hyena 6=ox
Customs d4 1=eat humans 2=give gifts to beastmen 3=aid injured animals 4=shun cities
Worship a animal type and various magical forms, spirits and related humanoid hybrids
Descended from the totem animals allied with magical beasts and beastmen
Actually one on the most widespread and common tribes allied to various local animals

7 Plant Tribes (Any) Tree Lords
Clans based on plant species eg 1=Oak Tree 2=Grass or grain 3=flower 4=Mushroom
Customs d4 1=avoid harming trees 2=only eat plants 3=avoid fire 4=plant seeds
Worship the great cosmic world tree that holds up the sky and supports all kinds of beings
Descended from a totem plant spirits of grass, trees, seaweed and other plant types
Live off land in wilderness areas richly seeded in fruit and animal attracting plants

8 Ancestral Tribes (Any) The cults of man
Worship ancestral humanoids d6 1=dwarfs 2=giants 3=
elves 4=titans 5=trolls 6=gods 
Custom d4 1=boast superiority 2=brotherly to humanoids 3=shun iron 4=always know best
Worship the original proper humanoid ancestor who parented your race
Descended from a prehistoric supernatural humanoid race worshiped as ancestors
Many of these tribes live near ruins of previous ancestors they worship

9 Earth 
Tribes (Any) Lords of the Eastern Mountains
Clans d4 1=Cave kin 2=Mountain Kin 3=Stone kin 4=Crystal Kin
Customs d4 1=don't defile soil 2=plant trees 3=collect rocks 4=crafting
Worship all manner of minerals, land formations, the cosmic mountain, the source of life
Descended from 
Subterranean earth and mineral abhumans in deep caverns
Agrarian tribes in great mountain chain with huge hill forts and cattleherds

10 Air 
Tribes (Any) Lords on the Frozen North
Clans d4 1=Sky Clan 2-Storm Clan 3=Wind Clan 4=Lightning Clan
Custom d4 1=scream madly at foes 2=hurl wicked into pits 3=sing often 4=use perfume
Worship all manner of atmospheric and sky gods and the gulfs between things
Descended from peoples who came from kingdoms of the sky
Tribes of the frozen lands who sail by ship and sled and raid the southern civilizations

11 Fire 
Tribes (Any) Lords of the Burning South
Clans d4 1=Sacred Flame 2=Burning Embers 3=Blessed Hearth 4=Flaming Blades
Customs 1=burn the wicked 2=burn sacrifices 3=burn incense 4=burn the dead
Worship all kinds of fires and flaming spirits including salamanders and elementals
Descended from peoples who came from the fiery hearts of mountains in the depths
Tribes of the great desert wasted who raid the river valley cities and farmers

12 Water 
Tribes (Any) Lords of the Western Ocean
Clans d4 1=Sea People 2=Lake People 3=River People 4=Marsh People
Customs d4 1=drown the wicked 2=bathe often 3=dont pollute water 4=throw first fish back
Worship marine and water creatures and gods and spirits
Descended from water spirits, fish folk and other species who came to fight on the surface
Tribes of the great oceans and lakes of the west, great fishermen and traders

13 Hell Kingdom 
Tribes (LE) Devilspawn
Clans d4 1=Devils Legion 2=Hell Lords 3=Hounds of Hell 4=The Fallen
Customs d4 1=praise devils 2=give tithe to devils 3=give blood to hell 4=obey contracts
Worship devils and the nobility of hell who govern and torment the dead
Descended from devils called from hell to end the last age of chaos
Live in ruins of hellish fortifications, scheming to control neighbors with trade and war

14 Abyssal Kingdom 
Tribes (CE) Demonspawn
Clans d4 1=Screaming Swarm 2=Madmen Horde 3=Lords of the Abyss 4=Demon Brothers
Customs d4 1=grab for power 2=kill the weak 3=torture prisoners 4=always lie and deceive
Worship demons and their nobility and evil alied gods who dwell in the shattered realms
Descended from demons, failed hell spawn and slaves brought from the abyss
Survivors of chaos warbands who live in the foulest places others dare not

15
 Tribes of Paradise (LG) Heavenly Hosts
Clans d4 1=Golden Legion 2=Fire from Heaven 3=Celestial Horde 4=Heavens Guard
Customs d4 1=never lie 2=punish the wicked 3=help the poor 4=give tithe to the gods
Worship the gods and spirits who maintain the celestial city at the centre of creation
Descended from angels and minions of heavens who were sent to save creation
Survivors of the hosts of heaven who married mortals and guard ancient relics from evil

16 
Arcadian Tribes (CG) The Mistlands
Clans d4 1=Eternal Feasters 2=Guards of Unearthly Delight 3=Victory Horde 4=Revellers
Customs d4 1=celebrate with feasts 2=accept gambles 3=attend orgies 4=get drunk lots
Worship the gods, spirits and animals in the gardens, forests and feast halls of the heavens
Descended from guardians and virtuous dead returned to help the living long ago
Hedonistic who folk who tolerate mixing of all kinds of wild beings celebrating life together

17 
Nightmare Kingdom Tribes (CE) 
Clans d4 1=Laughing Maniacs 2=Nightmare Lords 3=The Null Horde 4=The Gloom Guard
Customs d4 1=dress creepily 2=stalk victims 3=gloomy 4=moody
Live in fear of nightmare realm beings haunting them, entities feed from your fear
Descendants from people ruled by nightmare beings and spirits and demons
A kingdom of warring kingdoms that produces a surplus of heartless mercenaries

18
 Dream Kingdom Tribes (CG)
Clans d4 1=Phantasmal Horde 2=Dream Lords 3=Somnambulists 4=Spectral Legion
Customs d4 1=tell wild stories 2=reward the worthy 3=pretend to be happy 4=hide things
Live in contact with illusionary dream lands where anything imaginative can happen
Descended from people that came from dreamlands to re settle the barren earth
A Idyllic kingdom of wonders where magic is tolerated, feared by neighboring kingdoms

19
 Tribes of Chaos (C) The Hordes of Disorder
Clans d4 1=Cosmic Cancers 2=Lords of Entropy 3=Primal Spawn 4=Old Ones
Customs d4 1=break things 2=burn books 3=respect nothing 4=anarchic
Worship the bubbling mass of primal chaos and holy disorder
Descended from chaos warbands unleashed on the world ocasionaly raise a hoa

20 Tribes of Law (L) The Infinite Legions
Clans d4 1=Singularity Horde 2=Lords of Order 3=Unitarians 4=Eternal Stasis
Customs d4 1=document everything 2=lots of meetings 3=keep schedules 4=never lie
Worship the brilliant arrow of time and stop time unfolding in eternal stasis
Descended from champions of law that came to earth to fight

Clothing
Default is woven grass sandals and skimpy loincloth
Roll once on each of these

Headgear
01 Huge beards and moustaches, well cared for
02 Headband of leather, cloth or metal denoting rank
03 Torc of metal and ornate, denotes status
04 Collar, neck bands, locked manacle ring, necklaces
05 Facial scarification, tattoos or facial pant for various occasions
06 Cover face with cloth especially in public
07 Cap helm with totem symbol, beast or horns
08 Ornate tribal hat identifying your tribe, all peoples have a distinctive hat
09 Mask often fearsome but possibly different ones for occasions
10 Full helmet often decorated with face of beast, creature or skull

Arm Gear

01 Rings on fingers 
02 Metal arm bands or bracers
03 Arm rings or bracelets
04 Gloves hands or up to forearms
05 Leather armbands with hidden small knife or stash
06 Tattoos or scaring on arms
07 Long sleeves
08 Spiked or edged arm bands
09 Armbands with pouches or dagger
10 Wristband with compass design for navigation and telling the time

Leg Gear

01 Strap on chaps or legging
02 Armoured greaves
03 Dagger strapped to leg or thigh

04 Sandals woven from grass or hair
05 Leather moccasins or shoes
06 Knee high boots or thigh high boots
07 Tattoos or ritual scarification
08 Strap on spurs or spiked boots
09 Pouches strapped to legs
10 Trousers

Body
 Gear
01 Hero harness straps across chest with pouches and weapons
02 Breastplate, ornate or moulded to muscle tone or with face or beast design
03 Tattoos or scarification
04 Cloth or hide or woven coat or jacket +1AC
05 Cloak light or heavy furs +1AC
06 Belt with pouches, weapons and equipment
07 Backpack loaded with equipment
08 Chainmail shirt +3AC
09 Light cloth or woven shirt
10 Large ornate necklaces of trophies like ears, fingers, teeth, coins

d20 Weapons Materials
1-10 Most weapons are stone or animal teeth with wooden hafts and break on a roll of 1
, can be magic up to +111-14 Obsidian weapons break like stone but can be magic up to +2
15-17 City people use bronze
 and can be magic up to +2
18-19 Wizards use Iron, it harms some supernatural creatures and can be  magic up to +2
20 Steel comes from star stones and can be magic up to +3
Only semiprecious stones can be cut by most people but ancients had better gems
Most hafts made or wood or bone, good wood is rare in the wasteland


d10 Best Primary Weapon
01 Pole Axe d10 2H
02 Great Sword d10 2H
03 Battle Axe d8
05 Sword d8
06 Spear d8
07 Composite Bow d8
08 Lance d10 from mounted or 2H on foot
09 Mace d8
10 Maul or Great Hammer d10 2H

d10 Secondary Weapon 
01 Shortsword d6 1in6 chance you have x2
02 Handaxe d6 1in6 chance you have x2
03 Sling d4 or staff sling d8
04 Javelin d6 4 or Darts d3 x2d4
05 Shortbow d6 x20 shots
06 Lasso or Net or Whip or bolo
07 Knives d3 x2d3 or Dagger d4
08 War Club d6 or sticks d4 xd4
09 Hammer d6 or War Hammer d8 or flail d6 or warflail 2d4
10 Shuriken d3 xd4 or Chakra d6

d10 Best Tribal Armour

1 Leather suit AC+1
2 Hide suit and cap AC+3
3 Naked with heavy cloak, cap and shield +3
4 Naked with shield, leg greaves and cap +3
5 Boiled Leather chest plate and cap and shield+3
6 Scale, Studded or Scale vest with cap and shield +5
Scale shirt, full hem, shield +5
8 Boiled leather suit and shield and cap +5
Naked with greaves, bracers, cap, chest plate, shield +6
10 Chain Shirt, full hem, shield +6

d10 Customs

01 Forbid an animal they will not touch or eat or risk impurity
02 Have a traditional enemy they are obligated to kill
03 Have a traditional sacred beast they will not harrm
04 Killing wizards is the greatest honour
05 Killing monsters is the most heroic deed
06 Leading a army to pillage and destroy is best
07 The strong must conquer and enslave the weak
08 Magic is always dangerous and suspicious
09 Shun gods and those who worship their cults
10 Must always welcome travellers with hospitality

d10 Magical Thing

01 Magic hand weapon +1 with name and a gory history
02 Bundle of 12 arrows or sling stones +1
03 Potion of Strength 1d4 uses +d4 STR for one hour
04 Potion of Healing 1d4 uses 2d4 HP
05 Ancestral Fetish Idol +1 Saving throws
06 Magical piercing +d3 HP
07 Potion of Shapeshifting into tribal totem animal species for one hour
08 Magic flint ignites fires first try
09 Pelt of Animal Totem (one species) speech for ten minutes a day
10 Ancestral fragment, once a month can ask ancestor spirit a question in a ritual


d10 Favorite 
Trophy
01 Totem figurine of the tribe proving your divine chieftain bloodline
02 Satchel with survival kit, water skin, week dry food, knife, flints
03 Pet animal like a mount or pack beast or guard as bonus follower
04 Follower like a slave, lover, friend or vassal as a bonus follower
05 Exorcist set of ancient holy symbol, holy water, garlic, wolvesbane, silver knife
06 Ancient hide showing where a guarded treasure buried
07 Shirt made of wizard beards collected over generations
08 Stone head from a statue seized by a grandparent sacking a city
09 Ancient crown of your clan wanted by enemies worth 500gp, was hidden in a tomb
10 Iron Sword or axe 2d4 damage, in ancient style of your clan (magic with no +)