Saturday 9 March 2024

Freaks of the Chargrinspire Cursed Lands





































These are tables to generate interesting mutant freaks. Use as a template for a gang or roll for each freak in a gang who somehow have stuck together. They might make a flashy mercenary team.

The longer people live here the more run down and worse they become. Not being covered in mud makes you stand out as new. Some groups of these mostly humanoids conform to type. Others vary more with influences like mutations or maybe mixes of multiple peoples. Perhaps two tribes united to survive. Some tribes are all escaped slaves who became a family while prisoners.

Usually, two mud-encrusted demoralised gangs meet and rolls are made for detecting encounters and reactions. Quite often one or both sides attack. One wins often by numbers or luck. Often both sides back off. Reactions here are cursed and often leaders use their CHA mod in either direction on the reaction table just specify as a plus or a minus. 

Morale is extra important here as may will flee instead of all die. Gunfire alone intimidates lesser disciplined enemies. Morale is also good to see if your henchmen behave honourably with prisoners or captured treasure.

d12 Reactions in Charginspire
1 Crave for blood and charge enemies like maniacs screaming
2 Creatures crave violence and prepare an ambush or coordinated attack
3-5 Creatures yell abuse and shoot in the air and may attempt to control strategic ground
6-8 Creatures hide and take cover and will flee if face superior numbers

9-11 
Creatures halt to identify who they encounter and flee superior enemies or talk to allies
12 Creatures call for a truce or cease-fire possibly to trade or talk about how the war is going

d12 What are they doing here?
1
 Came here to die gloriously in battle against the forces of nullification
2
 Came to raid and loot but have struggled to survive and regret coming here
3 Came here to raid but were tainted and feared their kinsmen would shun them as tainted
4 Refugees from wars outside the region thought passing through here was a good idea, now they just want to escape
Came to raid and loot but remained and mixed with other peoples a generation ago
6
 Generations have been trapped here and have more in common with locals now
7 Generations were raised in ignorance of their own past, they only know war now 
Descended from combatants of the ancient apocalypse war
9 Descended from servants of the Charginspire complex and its vast network of tunnels and complexes
10 Came as raiders and looters but cursed and could not find way out, regret they are adapting and fitting in
11 Created recently by ancient machines and equipped and sent to kill any armed persons ot wearing the same uniforms or gang colours
12 Created by wizards using machines of the ancients and escaped servitude, know memories are false and now wary of magic

d12 What do we do with wizards gang?
1 We cut out their hearts and behead them with a shovel and burn the remains
2 We crucify them where the mutants of the wastes devour them quickly
3 We collect their brains and bottle them and take them to a wizard we know
4 We cut off their hands and tounges and beards
5 We make wizards into dust for medicinal and magical purposes
6 We impale them to stop their evil plans once and for all
7 We will force them to help us enter the black mountain so we can destroy the ancient weapon
8 We will force them to remove our curses, mutations and all our problems really
9 We will make them kill our enemies and make us strongest
10 We will sell them to any cult or wizard-buying slavers we can find
11 We will make them grant us endless wishes or they will die
12 We will take them to the vault door at bunker No19 and leave them tied up there (all repeat exactly). They don't know why they do this

d12 Basic Weapons
1 Rocks, clubs and sticks, possibly slings
2 Spears, javelin or darts and a hatchet
3 Shortbow and dagger
4 Target shield with axe or war or sword or spiked club
5 Shortbow and shortsword and small shield
6 Crossbow, polearm and dagger
7 Chain, flail or net and trident
8 Musket with bayonet 
9 Pistol with sword 
10 
Blunderbuss or firelance
11
 Martial arts possibly staff or one exotic weapon
12 Pistol, dagger, +d4 grenades or incendiaries

d12 Advanced Weapons
1 Revolver 2d6 shots
2 Needle Pistol d10+5 shots
3 Rifle d10+5
4 Machine Pistol d10+10 shots
5 Carbine d10+10 shots
6 Flare Pistol d6 rounds
7 Shotgun d6 rounds
8 Automatic Rifle d10+5
9 Sub-Machine Gun 20+d10
10 Vibro Sword d10 minutes left of d10minutes battery, 
11 Ray Pistol 3d4 shots
12 Lightning Gun d4 shots d4 shots

d12 Basic Dress
1 Naked
2 Torn and muddy rags with bandages and leg wrappings
3 Animal hide and moccasins
4 Leather armour
5 Chainmail armour
6 Mixed armour pieces AC d4+2
7 Ancient muddy millitary uniform with fancy epaulettes
8 Wood, bone and scrap armour AC d4+1
9 Ancient officer dress uniform with cuirass chest plate
10 Crude battered plate armour in need of repair AC+6  
11 Crude archaic plate like a pot belly stove +6 double ENC
12 Quality plate armourwell maintained +7

Headgear
1 Bare or cloth headband with insignia
2 Ancient cloth millitary cap with insignia or cultist hood
3 Outrageous flamboyant large hat with feathers
4 Leather cap with spikes on top
5 Leather cap with horns
6 Steel cap
7 Steel cap with cheek guards 
8 Steel bucket helmet with eye slot
Steel helmet of the ancients with strap
10 Steel bucket helmet with movable elongated faceplate and ridiculous crest
11 Mask from some cult + roll a d10 here again
12 Gas mask + roll a d10 here again

d12 Ancient Relics
1 Flak Vest +5vs bullets 
2 Steel water bottle or mess kit
3 Flash Light with d6 hours of fuel cell 12 if recharged
4 Steel folding trench tool d6 damage as a club or hand axe
5 Bullet Mould and 2d4 ENC of lead
6 Surgeons kit and d6 healing potions d4 potency
7 Folding telescope or binoculars or periscope
8 Radience Suit +5 AC vs energy weapons +3 Resistance to radiance and auras and they do minimum damage, silver jumpsuit
9 Salamander Suit +5AC vs fire weapons +3 Resistance to fire and it does minimum damage
10 Radio picks up ancient automated broadcasts, powered by them minutes vigorous cranking per hour
11 Box of ancient d4 fragmentation hand grenades
12 Flame Thrower with d6+1 shots

d12 Ancient Trinkets
1 Patriotic medal of forgotten ancient kingdom
2 Coins of the ancients 3d100 copper 3d6 silver d4-1 gold in ammo tin
3 Ancient chess pieces d4 made of strange ivory-like material
4 Deck of ancient printed playing cards
5 Broken wrist clock with luminous numbers with silver band
6 Strange metal disc with grooves a sound recording system of the ancients
7 Ancient magazine with strange images d4 1=army report 2=propeganda 3=smut 4=sad letter from home
8 Dimly glowing ancient fuel cell for hand-held device in good condition and charged
9 Ancient millitary flag possibly on an ornate pole or spear
10 Ancient Manual illustrated by some strange means d4 1=fitness and bodily development 2=why we are at war  3=sad poems 4=alchemy textbook
11 Tinned rations of ancients, d4 alchemical muck taste bad but nutritious
12 Ancient tinned luxury item d4 1=fruit cake 2=roast chicken 3=shredded ham 4=spicy meat stew

d12 Regular Mutant Stuff
1 Sack with 2d4 root vegetables d4 1=potatoes 2=carrots 3=parsnips 4=beetroot
2 Sack with d4 large slightly wormy vegetables d4 1=pumpkin 2=cabbage 3=melon 4=marrow
3 Sack of pots, skillets, wooden spoon and iron cleaver
4 Sack of human and mutant body parts salted
5 Wormy cheese, weevil bread in a cloth bag
6 Sack of barley grains
7 Mud hog heads
8 Cooked giant rats 2d4
9 Tinderbox, flint & steel, a bundle of garbage for kindling
10 Small cult statuette 
11 Sleeping roll with fleas and smells bad
12 
Jar of giant bee honey d4 doses d4 1=hallucinations 2=heals d6 3=detect magic for hour 4=cure disease

d10 Quick Tribal Subtypes
01 Bestial Hordes
02 Path of Flesh
03 Alchemical Fiends
04 Vege & Fungi
05 
Machine
06 Necro
07 Cursed
08 Humanoids
09 Demihumans
10 Ancients

d100 Freaks of the Chargrinspire Wastes
01 Rat folk abhuman, carries disease and resistant, spawn of the Rat God
02 Serpentine abhuman often wizards searching for knowledge and may be in disguise
03 Stag abhumans with antlers hateful of humans whom it blames for apocalypse
04 Dog abhumans former slaves now mostly hate human oppressors
05 Reptilian abhumans on pilgrimage to kill enemies of life
06 Pig abhumans hate humans for past slavery and love to eat human flesh
07 Lamprey abhumans think other species are food and serve the great worm death god
08 Rabbit abhumans hate humans and dogs for hunting them in the past
09 Raven abhuman beast folk love to snack on things in the mud and corpses
10 Bat folk abhumans feed on ample insect life but one tribe are vampires and killers
11 Faceless mutants with magic powers who shapeshift into humans to get close to eat them
12 Fleshy oozing mutants who merge into each other to form giants or heal each other
13 Horrible writhing fleshy legless monstrosities who move like worms and have tentacles for arms, they crave human flesh and have unnatural crude lusts, they gibber insanely and drool 
14 Headless mutants with faces in their chests, fierce warriors who dislike humans
15 Bandaged mutants with elongated tongues and can move fast on all fours, excellent trackers when waving tongues in the air
16 Humanoid-appearing mutants and when up close turn inside out and try to steal human skin
17 Humanoid mutants covered in piercings and occult tatoos who are blind but smell their prey. Their teeth are disgusting with bleeding black gums 
18 Protoplasmic mutants who adopt human form to get close enough to absorb people, they even retain some memories of their victims
19 Dripping stinking bloated mutants swarming with flies and carrying disease, some have open cavities leaking intestines or even colonies of worms 
20 Eyball headed abhumans with a telepathic hive mind, people they kidnap they painfully operate on victims to make more eyball abhumans. They have become interested in wizardry 
21 Grey skinned hairless abhumans created from alchemical processes in great jars, they rebelled long ago against human masters
22 Wild eyed mutants with shocking hair, when they see enemies begin eating alchemical pills and and injecting potions to release their hideous mutations
23 Devolved into hairy ape-like abhumanoids in experiments and primitive weapons. They prefer natural materials and are skilled with using fire in warfare
24 Lumbering faceless abhumans vomit streams of acid to attack, then drink up juice through an elongating facial tentacle, often they wear robes and when they die turn into vapour. Live in worst toxic places and defend them
25 Hideous morlocks who burrow under the wastes and try to harness ancient secrets, especially in the field of mind-effecting weapons that create fear or anger. They kidnap surface people to experiment on and eat. They even keep colonies of humanoid "eloi" cattle. Created as underground servitors
26 Awful ogres, bloated, muscular, drooling and flatulent. Once human abusers of alchemical body-building formulas now hunting for raw protein like humanoids 
27 Short people once humans who abused shrinking potions too much and know little of halfling culture. They often have mutations and are resentful against "dirty big un bastards"
28 Wizened but spectacularly muscular barbarian geriatrics out for glorious death before their bodies fail 
29 Barbarian abhumans made by alchemists for conquest long ago. The barbarians revolted and now kill all spell users. All spell casters are witches by the code, and so are potion users and pedlars and gun wielders. 
30 Trolls a living cancer create for war at the twilight of the trolls. There were once many troll species now most are rare or sleeping in stones 
31 Root-headed abhumans with varied tribes or turnip, carrotm, parsnip, tunip and beet tribes. While the next generation grows they wage war with anyone
32 Tree people are in a sad state having been poisoned by the local soils and rain. Many who can leave do, others looking a mess blend in with the cursed landscape. Often they gather in groups and may attack anyone harming a tribe member
33 Mandrakes once just very magical herb since then they have grown and become ambulant 
34 Migrating vegetal abhumans covered in slime or moss or lichen often live in bogs and made up of a complex ecosystem of swamp life created for amphibious warfare but they escaped, cooperative for food gifts otherwise not friendly
35 Rose-headed vegetal abhumans that throw darts they grow daily. They are hostile to meat life and will attempt to corral and farm such creatures. Will have guardian plant creatures to support them. Different colours hate each other 
36 Mushroom folk come in various tribes and colour schemes and are mostly peaceful guardians and gardeners of the Underland forests. Goblins treat them with deference as they improve the ecology for hunting. Occasional colonies try the surface world but its a bit of a challenge being delicious
37 Toadstool folk are especially mean and bitter fungus abhumans who grow in caves and raid the Underland and surface for nutrients. They often live with dark elves and are used as guards. They have bitter wit and say mean hurtful things in battle
38 Humanoid mass of roots off to explore the surface world for colonies 
39 Humanoid mass of mould and fungus created as servants of the Yellow Demon God. Some branch into dream magic
40 Humanoid mass of slime colonies formed to spread the colony as they wander   
41 Cyborg humanoids bodies jacked by machine implants or biological weapon surgically replacing a hand d4 1=light SMG 2=bayonette 3=spiked club 4=compact flamer pistol
42 Ancient cyborg troops who have now replaced everything with machines, still in uniform and fresh out of the bunker seek a forgotten target a century too late
43 Crude medieval surgery and alchemy made humanoid creatures made to fight and it was a disaster for them. Each required two standard human to create one from its cruel process
44 Gang who have all had transplants from golems to gain amazing abilities but has left a shed full of unhappy golem heads. Gang lord it over everyone with their muscles and magic
45 Colonial swarm of glistening cogs inside magical glass skin an experiment in replacing biological creations. There are cyborgs of this type who replace some limbs and organs
46 Mechanical soldier automatons built by ancient factions exterminating fleshy weaklings on battlefield, may have a vehichle
47 Clanking automatons built from garbage by previous generations seek other magic machines to salvage for parts
48 Biological android soldiers grown in vats and ready in uniform seeking enemies from centuries ago
49 Cyborg undead soldiers from an ancient black tech program, tissue is dead animated by machine parts
50 Service android has upgraded itself from basic plastic to realistic love sythflesh love androids. Gangs wander seeking improved android bodies to jack  
51 Undead abhuman ancient soldiers in uniform with muskets and bayonets
52 Shambling necro mutant gang shuffling and plague carriers, when die arise as zombies
53 Ghouls commanding zombie and skeleton troops dressed as d4 1=officers in cuirass and helmet with sword 2=pistol, whip and fancy cap 3=Scythe and shroud 4=feral in shredded uniforms crazed for meat 
54 Bandaged mummies from crypts with ancient magic weapons
55 Hideous screaming wights the terror of the night insane with hate for a living
56 Skeletal soldiers with spears, copper axes and remnants of bronze age technology
57 Spore zombies with mushrooms growing from bodies
58 Vegetal zombies with roots and branches growing from head like antlers
59 Shadows roaming hungrily for victims
60 Ghouls glowing and screaming while hunting in packs
61 Squid faced amphibious abhumans who worship a distant sea daemon and crave brains
62 Fish faced abhuman hybrids with old marine uniforms and tridents who kidnap victims to share their fish curse. A fish cult aid them infiltrating humans  
63 Frog faced abhumans cursed by use of frog grog and swamp weed over generations, mostly in wetlands and every few years have a population boom. They notoriously deal in drugs through the frog cult
64 Glutinous giant soldiers, fed experimental synthetic food and now roam wastes eating people. Horrible naked giants are often covered in gore from victims 
65 Baby faced abhumans with chubby limbs crazed with urge to eat meat, often cry to lure victims to ambushes, made as form of humiliation
66 Surgical composite abhumans from many animal species as experiments. The creatures create more of their kind with cruel surgery
67 Wild folk abhumans with green vegetal fur growing on them, live in vegetation and protect nature from harm
68 Lycanthrope clan who use human form to get close then turn into their animal form to eat and devout victims
69 Vampire thralls hunt in service to a master who is safely in a buried crypt
70 Necro mutants who look human when well fed but grow emaciated if hungry and if don't eat a persons eyes, tongue, brain and major organs and body fat in a d4 days they no longer look human and if a d4 moredays pass they shut down into a sleeping state that can be revived with human sacrifice. Many resent their curse but live with it anyway
71 Mixed gang of goblinoids formerly worked for faerie now feral bandits
72 Goblin gang mutated and now serve chaos. Some carry magical mushrooms
73 Hobgoblins in remains of ancient uniforms and steel helmets with muskets and bayonets marching under the banner of hell
74 Orc barbarians who slay anything they can in the wilderness as a trial of adulthood
75 Kobolds a sort of nasty mine brownie used as servitors in the tunnels under the wasteland. Many have gone feral in the waste and enjoy the ceaseless war and breeding
76 Bat riders goblins who roam the night and carry messages in the wastes
77 Wolf riders goblins are expert archers from wolfback who love raiding the wastes
78 Mushroom cult goblins live with various mobile fungi creatures as domestic pets and they seek to spread magic mushroom forests
79 Trolls with most are on small side and dressed as humans until they get close, larger trolls will be hidden in the rear and will move in to flank enemies meeting their smaller kin
80 Bugbears head hunters skulking around for an ambush, have hidden shrines full of heads
81 Dark dwarves who dwell under the wastes and require slaves for labour and food
82 Mountain dwarves who come to the wastes to slay chaos and darkness
83 Grey gnomes often with an ancient working vehichle. Gloomy and miserable  d4 1=mole machine 2=airship 3=halftrack 4=armoured car
84 Evil gnomes with black caps use poison and paralysing crossbow bolts. Seek slaves for their underground settlements and use shrink potions to get slaves inside   
85 Dark elves with undead thralls here to plunder knowledge and and stop the forces of Chargrinspire
86 Forest elf hunters here to kill defilers of nature and ancient evils
87 Grey elf seers from across the sea here to hunt and kill evil
88 Gloomy underland elves investigating the surface to see if the apocalypse is over
89 Halfling survivalists somehow manage here hunting and scrapping relics and burrowing defective bases
90 Woodland gnomes come to clean up poison soils and plant trees, often saddened by the futility of the task and regret 
91 Giants were bred by ancients to wage war and gangs of young ones might pass as large humans. They tend to not worry about gear they will grow out of so trade it for food. The larger ones tend to move to more mountainous terrain. Many move goods for smaller allies
92 Abhumans made by hybridizing a human with a metallic elemental. Intended to be ceremonial guardsmen in some decadent ancient regime. Later models were lighter and anodised for hot new colours
93 Clone soldiers in uniform, decanted from vats in underground complex armed with muskets and driven to kill other armed or uniformed minions
94 Elemental abhumans kindred to one element made as troops by ancients d4 1=fire use incendiaries 2=earth are sappers 3=water are marines 4=air type are dropped from the air like paratroopers (other para and quasi elementals may exist)
95 Crystalline silicate abhumanoids are part of a great alchemist machine under the mountain that seems to direct the underworld. Some learn magic to seem human and are less alien
96 Ice abhumans from a plane of cold brought here for winter warfare operations. They trashed their uniforms preferring barbarian splendour. They reject the millitary objectives wizard machines send them in their sleeping dreams and are keen to kill any they meet
97 Lava abhumans are created to survive in molten lava when they mature. They use primitive weapons made of volcanic glass and petrified dinosaur bones, the best ones are enchanted
98 Animal Spirit Folk are secretly magic-talking animal changelings who can adopt human form to live among humans. Created from the souls of animals by the ancients to serve as scouts and spies. Some came from outside the region and are here to fight evil and denounce local claims
99 Elemental Spirit Folk are secretly talking elemental changelings created to be intermediaries between humans and elementals in the workshops of the ancients. They stick to their own elemental kin mostly and hide from possible enemies
100 Outer Spirit Folk are earthborn hybrid offspring of outer planar beings like angels, devils, deva, archons, demons, faerie, daemons, daimon. They can shift into a usually smaller true planar form and have wings

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