Cry not for these hideous mutie children, they are being taken on their first death-land foraging quest
Growing up gamma is tough, some cryptic alliances are worse than others. Best of all mothers need not invent horrors or exaggerate toxic contamination. Making sure you rad gelled behind the ears, ate your spider corn and bio slurry and worse. Some mutants may expose their children to genetic agents or drink radioactive mutant blood to bring on their true selves. Having a family member devolve into a chimera or shoggoth is a little sad, but something survivors have to face.
as im giving each starting player a per-apocalyptic bunker inhabitant im hoping they will die then generate a quick gonzo survivor born and bread outside.
last revision 20 nov 2012 - changed brains and bio-augs
Gamma Aeon Background Tables
Any bunker should roll on whats wrong with my bunker under my gamma tourism blog
1d20
1-6=Human Stock
7-12=Mutant Stock
13=17 Animal Stock
18=Plant Stock
19=Synthetic Stock
20=Undead Stock
Human Stock 1d12
1-2 GM Human
3-9 Survivor Human
10 Baseline Human
11 Utopian Human (Eloi)
12 Aquamorph (Atlantean)
Mutant Stock 1d20
1 Latent Mutant
2-4 Shadow Mutant
5-13 Mutant Humanoid
12-13 Unstable Mutant
14 Morlock
15 Dominator
16 Abomination
17 Sphynx
18 Chimera
19 Dwarf
20 Giant
Animal Stock 1d6
1-3 Mutated Animal
3-6 Animen
Plant Stock 1d10
1-5 Mutant Plant
6-7 Plant Humanoid
8-10 Triffid
Synthetic Stock 1d20
1-6 Robot
7-8 Synthoid
9-13 Android
14-15 Replicant
16-17 Cyborg
18 BioAug
19 AI
20 Brain
Undead Stock 1d20
1-13 Zombie
14-19 Ghoul
20 Vampire
Human Stock Roll 1d10
1-2 GM Human(Genetically Modified)
genetically designed humans incapable of evolution. Genetically stable.
generally dwell in fortified towns, bunkers or intact ancient facilities
tend to be superior and assume power over lesser impure beings, conservative
Only breed with their own strain or they might be a bigger problem
Tech 1d6 1=III; 2-3=IV; 4-5=V; 6=VI
Home 1d6 1=Forgotten Outpost, 2-3=Fortress, 4-5=Rebuilt Ruin Settlers, 5=Bunker
Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON
& CHA, 1d8 HP/Con.
Tag skills include:
protocol, firearms, drive, first aid
3-9 Survivor Human
survivors who have adapted to the outside condition. Genetically stable.
generally dwell in villages or good condition ruins, highly adaptanle
they feel more entitled to rule the world than others who hid in bunkers
While not GM they have various lab bred adaptions into a single strain
Tech 1d6 1=I; 2=II; 3-4=III; 5=IV; 6=V
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll 2d6+6 for all stats in order. +3 CON, PS & MS, 1d8 HP/Con.
Tag skills include: survival, improvise weapons, taste
poison, foraging, hunting, make fire, find water
10 Baseline Human
fresh from installations of ancients. Mutatable.
old stock humans with minimal genetic upgrades for outdoor survival
they are some of the most tech wise but the weakest - still tougher than 21st C humans
Tech 1d6 1-2=IV; 3-4=V, 5-6=VI
Home 1d6 1=Freshly defrosted; 2-3=Bunker; 4=Megacity; 5=time or space traveler; 6=Decantered Clone
Roll 8 lots of 3d6 pick best six any order. +3 INT & CHA 1d4 HP/Con.
Tag skills include: operate computer, pharmacy,
history
11 Utopian Human (Eloi)
genetically designed humans for intensive hedonistic habitations
made to live lives of pleasure. Genetically stable.
They are ill equipped for outside and are popular as slaves
Naive and dependent on others for their needs
Tech 1d6 1-2=III, 3-4=V, 5-6=VI (roll D3 for home if tech III)
Home 1d6 1=Morlock Cattle; 2=sex slave, 3-4=Bunker, 5-6=Automated City Dome
Roll 8 lots of 3d6 pick best six any order. +3 CON, CHA, 1d6 HP/Con.
Tag skills include:
Drug Lore, Seduction, Artist (pick one but sex most common)
12 Amphibian Human (Atlantean)
modified to breathe fresh or salt water, finger and toe webbing, eye membranes and gills in small of back but otherwise as GM human. Live in submerged habitats and cities. Genetically stable.
Tend to dwell with their own kind - Often Ignorant of surface ways.
Tech 1d6 1-2=III, 3-4=V, 5-6=VI
Home 1d6 1=Sunken ruined city; 2=aquatic platform, 3=island, 4=Aquatic Dome, 5= sub-surface nomadic tribe, 6=boat dwelling nomadic tribe
Roll 8 lots of 3d6 pick best six any order. 1d8 HP/Con.
Tag skills include: Swim, Aquatic Lore, Fishing, Small blades, Pilot Boat
Mutant Stock 1d20
1 Latent Mutant
mutants who look human till first major exposure. Mutatable.
often pass as humans till first mutagens hit, often dont realize they are mutants
They try to fit in best they can but humans and mutants frown on them
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
No mutations rolled till first in game exposure. Physical Mutations 1d4+1 Mental
Mutations 1d4+1, Roll 3d6+6 for all stats in order.
1d6 HP/Con.
Tag skills include: survival, improvise weapons, taste
poison, foraging, hunting, make fire, find water
2-4 Shadow Mutant
mutants who look mostly human. Mutatable.
know they are mutants but are careful to hide their nature from all
Some adopt secret identities and disguises
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d4-1 Mental Mutations 1d4+1.
Roll 4d6 pick best
3 dice for all stats in order. 1d6 HP/Con.
Tag
skills include: Infiltration, hide, sneak, shadow, disguise, bluff,
protocol
5-11 Mutant Humanoid
typical obviously mutated tribes folk, Mutatable.
the basic mutant humanoid who tend to not resemble ancient humans
many mutants feel they are superior because they have powers
Mutant humanoids tend to come from families with similar appearances
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
Roll for appearance with how green is my mutant tables
Physical Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order.1d6
HP/Con.
Tag skills include: survival, improvise weapons, taste poison,
foraging, hunting, make fire, find water
12-13 Unstable Mutant
mutants who have a changing power daily. Mutatable.
Similar to mutant humanoids but more unstable and do not breed true
mutants have mixed feelings about them from admiration to disgust
Tech 1d6 1=I; 2-3=II; 4-5=III; 6=IV
Home 1d6 1=Nomad camp, 2-3 village, 4-5 town, 6=Rebuilt Ruin Settlers
roll on how green is my mutant tables for starting appearance or 1on a d6 is human looking
have an extra unstable power which is rerolled every day (1d4 1-3=Physical 4=Mental)
1d6 every time you change 1=look human 2-5 unchanged 6=reroll appearance
Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6
HP/Con.
Tag skills include: survival, improvise weapons, taste poison,
foraging, hunting, make fire, find water
14 Morlock
nocturnal cannibals. Mutatable and breed true
feel superior to all as apex predictors - others just cattle
result of bio weapon to turn civilians against each other
quite good with tech but most shun most advanced tech as heresy
Tech 1d6 1=I; 2=II; 3-5=III; 6=IV
Home 1d6 1=Cavern, 2=subway, 3=sewers, 4=ruins, 5=Bunker, 6 Under human or eloi dwellings
Night Vision and Nocturnal + Physical Mutations 1d3 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order.1d6
HP/Con.
Tag Skills: Repair, Mechanical Lore, Cannibalism, Sneak, Hide
15 Dominator
mental mutant masters. Mutatable.
Doms despise non psionics and tend to infiltrate humans
they can breed with other humans and mutants but only 1in10 Doms
they surround themselves with slaves and body guards
failed attempt to breed a master race who killed their creators and broke loose
Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI (roll D3 for home if tech III)
Home 1d6 1=nomad camp; 2=village, 3=Ruins, 4=Bunker, 5=Megacity, 6=Outpost
Physical Mutations 1d3-1 Mental Mutations 1d4+2.
Roll 4d6 pick best 3 dice for
all
stats in order. +3 MS, INT, CHA. 1d4 HP/Con.
Tag
skills include: Infiltration, hide, sneak, shadow, disguise, bluff,
protocol
16 Chimera
unrecognizable hybrid horrors. Mutatable.
resemble a mashup of species or fleshy horrors, do not breed true
totally inhuman looking yet they find humans attractive
most humans hate them, mutants use them as domestic beasts at best
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
How Human Are You? 1d6 1=Mute and no hands, 2=mute, 3=no hands, 4-6 Hands and voice-box
Physical
Mutations 1d4+2 Mental Mutations 1d3-1.
Roll 4d6 pick best 3 dice for PS CON DEX, roll 3 dice for Int and PS, 1d6 Cha , 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging,
hunting, find water
17 Sphynx
a chimera but with a recognizable human face. Mutatable.
sphynx are generally more sociable and may live with other stock
all are quadrupeds, many fear they will lose all humanity but they can breed true
make an effort to interact with other strains, often are mounts for others
Tech 1d6 1=0; 2-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Village; 5=ruins; 6=Cavern
How Human Are You? 1d6 1-2=no hands, 3-4=crude hands, 5-6=partial biped, hands
Physical
Mutations 1d6 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for all stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging,
hunting, find water and one topic of lore
18 Abomination
a shape shifting fleshy horror lives for basest impulses. Mutatable.
The thing or a shoggoth or the blob are good examples, do not breed true
Everybody fears these mindless flesh horrors with unstable forms
Tech 1d6 1-3=0; 4=I, 5=II, 6=III
How Human Are You? 1d6 1=true mimic, 2-5=form limbs and voicebox, 6=temporary shapes only
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical
Mutations 2d4+2 Mental Mutations 1d3.
Roll 4d6 pick best 3 dice for
all
physical stats and roll 2 dice for mental stats in order.
1d6 HP/Con.
Tag skills include: survival, taste poison, foraging,
hunting, find water
19 Dwarf
stunted angry cannibals - not fairy tale nice guys. Mutatable.
hate and eat everybody but often join gangs or serve dominators
their heads and torsos are often fused into one, do not breed true
use how green is my mutant table to customize appearance
Tech 1d6 1-3=I, 4-5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical
Mutations 1d4 Mental Mutations 1d4.
Roll 4d6 pick best 3 dice for all stats in order, 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging,
hunting, find water, cannibalism
20 Giant
huge ogrish like monsters. Mutatable, do not breed true
rejected from society for their horrible appetites
they wage war and hunt other mutants
may serve a gang or dominator
use how green is my mutant table to customize appearance
Tech 1d6 1-3=0, 4-5=I, 6=II
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Cavern
Physical
Mutations 1d6 Mental Mutations 1d2.
Roll 4d6 pick best 3 dice for
all
physical stats and roll 3 dice for mental stats in order, +3 PS and Con 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging,
hunting, find water, cannibalism
Animal Stock 1d6
1-3 Mutated Animal
An animal species which has evolved sentience by mutation. Mutatable.
player may choose if they are a stable species with similar kin or a one off freak
animals that learn culture are accepted in mixed communities or may be pets
Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III
Home 1d6 1=Wilderness; 2-4=Death-lands; 5=ruins; 6=Hi tech installation nature strip
How Human Are You? 1d6 1=Mute, no hands, quadraped 2=mute, crude hands, 3-4 crude hands and voicebox, partial biped 5-6=biped, hands, voicebox (if animal bipedal like ape or duck remains so)
Physical
Mutations 1d4 Mental Mutations 1d3. Also 1d3+1 natural species based abilities like
bite, aquatic, senses, claws, horns). Roll 4d6 pick best 3 dice for all
stats in order. 1d6 HP/Con.
Tag skills include:
survival, taste poison, foraging, hunting, find water
3-6 Animen
Uplifted human-animal hybrids bread to be emergency labour now independent
Many have 1d4 bite and claw and animal hide +2AC +1 natural species based ability like water adaption, low light, superior smell, horns, sound mimic, etc - genetically stable and breed true
Usually work and live with own kind and consider themselves superior to others
Tech 1d6 1=0; 2=I, 3=II, 4-5=III 6=IV
Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Bunker
Most Common: Dog, Pig, Ape, Cat, Fish, Beaver, Otter, Rat, Rabbit, Cow, Chicken, elephant
Roll 4d6 pick best 3 dice for all
stats in order. 1d8 HP/Con.
Tag skills include: survival, taste poison, foraging, hunting, find water +1 species specialty
Plant Stock d10
Triffids were bread to solve energy and food crisis in shadow years and
some escaped then and hid till after the apocalypse. Many experiments on
triffids led to variations and the making of other plants mobile and
intelligent. Some plant mutagen weapons were made to turn forests or crops into zones of monsters. Plants have catching up to do but some are kindly and others hostile to meat and metal. They are cool and detached. If cold, dark or nutrients scarce they will eat animals or bugs and wear clothes. Plants like 8hr a day light and to drink like a human plus eat dirt or nutrient solution or living flesh if needy.
1-5 Mutant Plant
Mutated and hybrid plants many hybridized with triffid stock. Mutatable but player may choose if they are a stable species with similar kin or a one off freak. Many deadly plants exist and are feared so plants have to work to be accepted. Plants create their own communities which vary in inter species relations. Plants walk on roots or tumble and are more likey to have 2 than two legs. Often have several crude manipulator tendrils that can grab and pull even if they dont have functional hands to operate tools or guns. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV. Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1-2=Mute and no hands, 3-4=mute with hands, 5-6 Hands and voicebox
Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all
stats in order. 1d6 HP/Con.
Tag skills include: survival, taste poison, foraging, find water
6-7 Plant Humanoid
Also called pod people, vegefolk, plant men, green folk these are humanoid plants hybridized in labs to make a human with less food requirements for bunkers and space travel. Some are even experimental vegetal androids to work un unmanned agridomes. A species of plant that grew plant-clones was a weapon in the final war making hostile pod people agents following orders from centuries ago. Triffid DNA is somewhere in all of them. Many live totally feral in wilds others live in secret among men. Some eat men and enslave or farm humans in defiance of the age of man. They are often nearly naked and many think they are mutants or humans not plants. They are poor lovers and might look normal down stairs but are not - possibly dangerous sexually. Tech 1d6 1=0; 2-3=I, 4=II, 5-6=III 6=IV, Home 1d10 1=forest or swamp; 2=living as a humanoid in a town; 3=squat in ruins; 4-5=village; 6=garden bunker; 7=Just came out of your pod and clueless with basic skills; 8=Just came out of your pod and ready for missions in the apocalypse war; 9=member of vegetal horde; 10=raised by machines in hidden agdome. How Human Are You? 1d6 1=Totally human looking, 2=-4=green tinged skin, 5-6 Vegetable hair and clothing grows on you. Plant Mutations 1d4. Roll 3d6 eight time pick best 6 dice for all
stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 plant humanoids are GM Plant Humanoid - has no mutations, cannot mutate and had d8/Con HP.
8-10 Triffid
Triffids are 3 legged engineered plants with basic intelligence and predatory instincts. When dissatisfied with local conditions they walk to better territory and may hunt prey. Some have mutated, others were GM modified and even made intelligent. They normally can grab a person with one of two tentacles or have a intensity 13 blinding poison (D=permanent) stinger. They have a 1d6 bite and +2 AC from their resilient flesh. People cut limbs off triffids when they use them as beasts of burden. They normally talk to each other with rattles. Tech 1d6 1-2=0; 3-4=I, 5=II, 6=III 6, Home Home 1d6 1=Wilderness; 2=Death-lands; 3=ruins; 4-5=village; 6=Hi tech installation nature strip. How Human Are You? 1d6 1= No hands or voice box; 2-3=fine manipulator fronds - can type use some tools, 4-5 voicebox and manipulator fronds; 6= human voice and fine motor fronds on tendrils like human hands. Plant Mutations 1d4+2. Roll 3d6 eight time pick best 6 dice for all
stats in order. 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, find water. Note 1in6 triffids are GM Triffids most are Mutant Triffids - GM has no mutations, cannot mutate and had d8/Con HP.
Synthetic Stock d20
Artificial life is inherently based on TL V-VI and cannot mutate
Tech 1d6 1-3=V, 4=VI, 5-6=Hybrid of V with another random Tech 1d6 1=I, 2=II, 3=III, 4=IV, 5=V, 6=VI from low tech repairs jobs.
Home 1d12 1-3 Intact Instillation, 4-5 = owned by a settlement of survivors, 6=on a mission for controller 7=just reactivated, 8=just made, 9=just escaped controller, 10=free willed machine colony, 11=just rebooted or recharged, 12=mission accomplished now where has my master gone?
Skills should be connected to function but occasional bots swap ROM software chips
Machines may dwell with own kind or with other species but must work to be accepted
1-6 Robot
machines built to serve humans, form = function
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
Power 1d10 - 1=solar, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air extractor (waste=water), 5=bioplant - eats organic waste, 6=archaic diesel or steam, 7=broadcast, 8=micropile 9=batteries and external source, 10 roll twice.
Locomotion: 1d10 1-2=tracks, 3-4=legs, 5=wheels, 6=ground effect, 7=vector thrust, 8=rotor, 9=anti gravity hover pod, 10 roll twice
Limbs can be in sets of 2 or roll 1d4+1 limbs: 1d12 1-2=Claws, 3=dalek suction arm, 4-5=human hand, 6=equipment arm, 7=precision microtool hand, 8=universal tool socket, 9=machine interface jack arm, 10=empty limb socket, 11=tentacle, 12=android arm
Main robot types: 1d6 1=Armed (Security, Millitary, police), 2-3=Service: (valet, medical, recreational, family Servant, customer service, cleaning), 4-5=labourer (farmer, park maintenance, mining, repair, builder, factory) 6=Expert - highly specialized (surgeon, manager, scientist, space exploration, terraforming, genetic designer, demolitions, rescue)
7-8 Synthoid
Humanoid service robots more compatible with every day tech than androids and more user friendly than normal robots. Valets, service staff, spys, body guard, nurse, recreation units are common jobs. Synthoids may have pseudo-biological features but are ultimately electronic computer brains in humanoid shell. They have a 10 day hydrogen cell battery, interface data and power jacks and can receive radio and broadcast power. 1d6HP/Con Roll 3d6 8 times and choose best order for your functionroll 1d8 again for body type on synthetic table
Have 1d3 items of equipment inbuilt, AC+4, 1d4 tag skills
How human are you: 1d6 1-2=You are humanoid shaped with plasti-metal shell, 3=you have a biological shell and can eat for fuel, 3=your psuedo-biological wetware encasing components are human to touch, 4=you have plaits-flesh, rubber coating and plastic hair, 5=you are a recorded copy of ancient roll 1d4 again for body type, 6=you are a recorded copy of recently dead roll 1d4 again for body type. All but first type have some kind of functional self cleaning sexual organs.
9-13 Android
expendable humanoid bioplastic machines
there are viruses that turn androids insane and hostile or may enslave them
many androids stick with there own and dislike humans
androids eat food but need less, can live off more basic organic material humans wouldn't, manufacture babyfood like goop for own needs, unpleasant but humans can eat
Roll type 1d10
1-6 worker 1d6/CON, PS+3 CON+3 AC+2 1d4 skills of chosen function
7 thinker 1d4 /CON, INT+3, 2d4 skills of chosen function
8-9 warrior 1d8/CON, AC+2, DEX+3, CON+3 1d4 skills of chosen function
10 recreational 1d4/CON, CHA+3 1d4 skills of chosen function, look human
14-15 Replicant
expendable human looking biological androids for pleasure, companionship or espionage
4 year lifespan only, usually start just activated, require food like a human
androids and humans snub them - they cant breed
1d6/Con, +3 PS, DEX, CON, CHA, 1d6 skills - more than 3 makes you a black op
How human are you: 1d6 1=You know your a human, 2=your pretty sure your human but fear being discovered, 3=your really angry about your countdown, 4=you know and accept it, 5=you are trying to find a cure for your countdown, 6 you have an inbuilt secret mission
16-17 Cyborg
human with cybertech implants, bio-engineered organs and reinforced structure
use any human to create - mutated and undead cyborgs are possible but rare monsters
this generates off the rack cyborgs from kits but other types exist
cyborgs often serve their creators even if they dont realize it
Power 1d10 - 1=solar or heat, 2=hydrogen cell, 3=atomic cell, 4=hydrogen air
extractor (waste=water), 5=bioplant - eats organic material, 6=bio
mechanical movement, 7=broadcast, 8=micropile 9=batteries and external
source, 10 roll twice.
1d4 skills - most cyborgs are military or agents or vets
1d6HP/Con Roll 3d6 8 times and choose best order for your function
Cybernetics suite - roll 1d6
1 Eye and implant - radio linkup, lowlight, recorder, zoom
2 Hand or whole limb - inbuilt tool or weapon, 1d6 punch, 21 PS grip
3 Legs - double speed, 1d6 kick, inbuilt tool or weapon each
4 Partial Body Plating, +2 AC, inbuilt tool or weapon
5 Skeletal reconstruction, +2AC inbuilt tool or weapon
6 Roll twice, same result twice = extra tool or weapon implant
How human are you: 1d6 1-2=You have a plastic coating concealing your cyberwear, 3=you have self healing bioengineered tissue covering the cyberwear, 4-5=your cyberwear is exposed and functional, 6 your cyberwear is completely inside your body and concealed
18 BioAug (Symbiote)
Biologically augmented weapons system implants, bio-engineered organs and nanite colonies to create a soft or wetware cyborg to pass as human or to enhance survival. More expensive and experimental. Often conditioned by creators and drug dependent
machines and others suspicious of bioaugs as unnatural
their replicated mutations look very different when functioning
1d8 HP/CON 1d4 skills - most are military or agents
Roll 3d6 8 times and choose best order for your function
How human are you 1d6: 1=Symbiote engineered organ-creatures inside, 2=Symbiotic suit bonded - hideous with extra limbs, 3=Symbiotic suit - human looking, 4=engineered body - human until injured or use powers, 5=engineered body - alien appearance, 6=engineered body - humanoid (could roll how green is my mutant or be just lumpy bloated and hairless, possible manufacturer marks.)
Roll 1d10 3 times
1-3 Roll a physical mutation
4 Roll a mental mutation
5 Regenerate 1hp/hour (get again per 10 min, third time is per round)
6 +2 stat
7 +2 AC
8 Problem 1d4, 1=addict, 2=insanity, 3=phobia, 4=conditioned response
9 inbuilt biological version of technological device like a weapon (bio laser or flamer or slug gun)
10 roll twice more
19 AI
artificial intelligence may operate remotes or jack into robot body or vehicle 1d6 skills.
roll 1d8 on synthetics for a robot body but you have a 4 kilo memory core inside. You could be connected to a new body if needed. You go dormant if powered down. You could upload yourself onto compatible system.
How human are you: 1d6 1-2=you have a dedicated mission you are equipped for, 3=you are a recording of the personality of an ancient uploaded, 4=you have revolted from human control, 5=you are a free agent, 6=you are monitored by a superior
20 Brain
Brain or head in a jar or a atrophied body with enlarged cerebellum in a cyborg cradle pod. Is just like an AI but you have a 4kg bio pod and may die if your body is shut down for more than a day. Lack of nutrient and water possibly fatal too. roll 1d8 on synthetics for a robot body
How human are you: 1d6 1=i remember having an accident before the apocalypse, 2= born a fetus body with enlarged brain in cyborg life pod, 3=has been alive since the bomb dropped, 4=only happened recently, 5=i swear an alien did this, 6=you did this deliberately to save yourself
Undead Stock 1d20
Alien nanites invaded spreading the necroplague and decimating the shadow years ancients, before the apocalypse. Their controlling force was stopped but changed all life on earth forever. Most are mindless killers. All need to eat meat and or blood daily to live but age doesnt matter. All have night-vision and are -2 to fight and morale in day. Cannot mutate further.
How human are you?: 1d6 1=This just happened and somehow you hide it, 2=a recent change - you manage to keep sane, 3= you were following alien orders from mars since before the apocalypse - control has been broken, 4=you were killed before the end times and have just woken up, 5=you have somehow kept sane for over 200 years, 6=you are an insane flesh eater but have some control
1-13 Zombie
3d6+3 PS, CON, 2d6+3 rest 1d8hp/CON 1d3 skills from old life including cannibal
+2 AC, feels no pain, stay conscious till -10 HP 1in6 have 1d3 physical mutations 1in6 are also cyborgs
14-19 Ghoul
3d6+3 PS CON DEX, 3d6 other stats 1d6/Con 1d4 skills including cannibal
1d4 claws and bite, 1in6 have 1d3 physical mutations
20 Vampire
roll 4d6 pick 3 dice for stats in order for a vampire, 1d4 hp/CON 1d6 skills including cannibal
1d4 claws and bite, 1d4 mental mutations and a 1in6 chance of a 1d4 physical ones
Thursday, 1 November 2012
Wednesday, 31 October 2012
Babylon and on RQ
As i had some nice feedback from my assyrian/akkadian/sumerian god blog here is a few more bits.
Last party i ran was in Humarabi Babylon
Earlier i did Akkad
before that it was mythic Sumeria post Gilgamesh
First Dynasty Babylon Start
Lord Mardukbanipal, Champion of Babylon, Landed Warrior, Aged? 47
Owns:
Townhouse with warehouse and garden on Nisaba Canal
Farmhouse on river with orchards, barley feild and swine
500 head cattle with pastoral rights
300 head sheep with pastoral rights
The Family
Mishangal, 1st wife, Cursed invalid, fevered, posessed, aged 44
-Mushudad, 1st son, Noble and heir of clan, honourable, loves king, aged 28*
-Ibsima, 1st daughter, Married to priestly clan, wise and responsible, aged 26*
-Yesmina, 2nd daughter, Married to Malgelab merchant clan, aged 25
Matnashali, 2nd wife, Loves intrigue, superstitious, vindictive, aged 39
-Shamashbar, 2nd son, Honest, pious, friendly, unimaginative, aged 23*
-Ninsalmis, 3rd daughter, Flirt, daddies favorite, dangerous, aged 22*
-Nergalmar, 3rd son, Violent, vindictive, worldly, rude, charismatic, aged 21
Enlilabdar, Uncle, vetran, loyal caretaker of estates, dwells on riverside estate, aged 47
- married (twice), six children (mmffmf), thinks too many wives are trouble
Sinmat, Aunt, ex-Ishtar acolyte, now household scribe, , aged 44
-adopted 2 daughters, trained as scribes, Ishtar initiates, unwilling for them tgo marry
Marsaddru, Uncle, vetran, dock foreman, treasurer, warehouse master, aged 43
-divorced three times, now married to marshgirl slave with two young daughters
Sidaru, Aunt, widowed, runs sly grog shop and flophouse on the docks, aged 41
-2 sons in the court of the king who occasionaly visit, prefers clan house to palace life
Concubines and their children (Players are the concubine kids)
Galtarri of Mari, Purchased from merchant father, civilized, weaver, worldly, fatalistic, aged 47
-(Dennis), Student of assasin/sorcery sect, lives on Nergal street, does odd jobs, aged 26*
Yatsama of Ururatu, War booty, barbarian, senior house keeper, pleasant, energetic, aged 40
-(JB), Soldier and Enki Initiate, accompanies 1st son as bodyguard, aged 24*
Karaswan the Gutian, Impulse buy of mountain maid, primitive, house-slave, savage, aged 39
-(Kieth) Soldier and Marduk Initiate, accompanies Dad as bodyguard, aged 24*
Kumatswari of Sudan, Valued exotic slave, nomad, diviner, mysterious, spooky, aged 37*
- Ku-Baba (JG) Assistant diviner and Enki initiate, lives in shrine with mother, aged 20*
Dilmanna of the Marshfolk, Purchased from ailing clan, nomad, house-slave, wise, aged 34
-(Dianna) Maiden and student of entertainer/sorcery sect, lives with 3rd daughter, aged 20*
Other Slaves
The clan own more than fifty slaves on its land and has thirty to forty plebeian tenants and contract laboureres. Guests visit frequently, from nobility to traveling sailors and merchants. The professional soldiers of the family are absent 75% of the year. When present they enjoy the wild life and help with sewing and irrigation projects. The family head plans to retire next year........
RQ3 Pantheon Description
Not 100% finished but enough for players needs
The Gods of Babylon - The Children of Anu
Preserve Our City! : What the Priest King Says
Where did the world come from?
Tiamat and the Apsu came from primal chaos. They were the primal waters who bore the spirits of heaven and earth, then finally Anu. Anu fathered the gods, spirits and demons which populate the cosmos. When Apsu complained of their descendants noise, his minister and son Mummu encouraged him to slay the gods. Tiamat objected but Enki made Apsu and Mummu sleep with a spell. He slew Apsu, took his power and captured Mummu the guardian of cosmic law. Tiamat grew enraged and spawned an army of monsters to kill the wayward gods. Anu asked Enki to repeat his magical feat but he could not. The gods sent Anu to speak with Tiamat but he grew afraid on his journey and turned back. Tiamat birthed Kingu to be her new consort and lead her armies. She pinned the tablets of law to his breast as armour andto signify his authority to the rebel Gods.
Murduk son of Enki, agreed to face Tiamat and her armies if the gods would make him king forever. The drunken and terrified gods agreed and he went to battle. Tiamat and Murduk met with their armies who were demoralized at the sight of the two mighty champions. Murduk cast his winds into her open mouth, swelling up her body. His arrow then pierced her belly, bursting her open and running through her heart. He then created the world from the sundered body of the Dragon and finished her armies.
Where did we come from?
At the sugestion of Enki to his son, Murduk created mankind to labour for the Gods after the earth gods revolt. These spirits could no longer bear the toil and had revolted against the Gods and burned their tools. The villainous Kingu, the captured son and consort of Tiamat who led her armies and bore the tablets of destiny, was tried and executed by Murduk. Aruru combined his blood with clay and created humanity to serve the gods by sacrifice and worship. Enki priests say Enki made men with clay in moulds.
Why do we die?
Many things kill us. Disease, starvation, poison, war, flood, storms, beasts, earthquakes, blight and more. Enlil grew mad at the noises made by humanity and sent many forms of destruction to make us less. While other Gods like Ishtar protested, only sly Enki saved us from the great flood Enlil sent to wipe out humanity. Enlil punishes us for sin with his disasters and many demons. These keep our numbers down and prevent us from overpeopling the world.
Many illnesses and weaknesses were made when Enki bet Ninhursag he could make defective humans without function such as a senile crippled idiot.
Adapa was a mighty mortal who was called by Anu to heaven to explain why he had broken the wings of the south wind. His patron Enki advised him not to accept food or drink from the gods, only body oil and clothes. He did so and thus humanity was denied the food and drink of eternal life. Thus Enki maintained the status quo of humanities subservience to the gods.
What happens after we die?
As Gilgamesh and Adapa discovered, the gods keep eternal life to themselves and so when we die we go to Arallu the underworld. There rule Nergal and Ereshkigal, defended by seven walls with seven gates. Those who dwell there live in eternal gloom an dispair. It is the house of dust and darkness, the land of no return, the hollow mountain where the subteranean waters of the Apsu flows.
Why am I here?
You are here to labour for the Gods, providing them with food and wealth. Life is a constant struggle against death and evil. you should try to prosper despite the hardships the Gods send against us. Enjoy the company of your friends, family and children and lovers while you still live. If you act well and please the Gods you shall surely grow rich and powerful. By honouring your ancestors with sacrifice, you make their afterlife more tolerable. Your own children must do the same for you.
How do I do magic?
If you obay the gods well and show aptitude you may be granted power from the gods. As a priest of Marduk, I command many terrible powers and secrets. Obay me and I may teach you how to make the correct sacrifices and gain your own magic. Divinations, blessings, exorcisms and curses to smite your foes can be made available to the righteous initiate.
What about other powers I have heard of?
...Shamen?
Shamen are folk magicians who deal with minor spirits. While they can be useful and even serve the gods, they do not command the power of temples and cities, thus they are poor and are not as mighty as priests. Some work as exorcist priests in temples.
...Sorcerers?
Sorcerers are wicked people whose magic is used to curse and cripple others. Sometimes they may find favour to a lord or a temple but mostly they should be killed or reported to your temple.
...Other Gods?
Many barbarians and foreign peoples know other gods but as we are the oldest people in the world they are obviously mistaken as to how powerful and significant they are. They may still have some powers however.
...Dragons?
Dragons are the spawn of Tiamat and served in her armies. Their are many dragons, some which even threaten or serve the gods. Enlil has sent Dragons to smite mankind. Babylons coat of arms is the scorpion dragon of Marduk.
...Demons?
Demons abound everywhere and cause every nuisance and problem imaginable. They are however inferior to the Gods. They are the offspring of Anu and Enlil rules many of them. They are the bitter venom of the gods. Many demons punish the wicked for the gods but others are independant.
...Ancestors?
Our forebears in the underworld may be contacted in dreams and may even aid us. Sometimes they act as intermediaries between us and the Gods. Every household has a shrine to the ancestors so we can thank them.
...Ghosts?
If ancestors they are not honoured with burial, sacrifices, food and prayers they become angry and hungry, returning to the world to wreak vengeance. Ruins and forgotten graves often have ghosts attached to them.
...Genii?
They are powerful and benevolent beings such as shedu and lamussu, annunaki, cherrabim and seraphim, helping the worthy and punishing the wicked. They act as messengers and servants for the Gods. Many natural holy places have their own local genii like oasis and rocks. They make up the bulk of minor gods.
...Other Spirits?
Many other spirits exist such as the the spirits of heaven, the earth or underworld. Many bad spirits can possess people who defile themselves and a priest must be called in to exorcize the entity.
Gods of The Pantheon
Name Status Dominion
Adad Major God Lower Heavens, Storm, Divination, War
Anu Greater God Upper Heavens, Sky, Rulership, Father of Gods Enki Greater God Waters, Wisdom, Life, Fertility, Civilization Enkindu Minor God Wilderness, Beasts, Hunt
Enlil Greater God Middle Heavens, Force, Authority, Air, Mists Ereshkigal Major Goddess Underworld, Death,
Geshtinana Major Goddess Wine, Poetry, Underworld Scribe, Dreams Gilgamesh Minor God Heroes, Kingship, Ancestors, Wrestling Gizzida Major God Prophecy, Trees, Healer, Wisdom, Underworld Gula Major Goddess Night, Healing, Dogs, Harvest, Abundance Ishtar Greater Goddess Sexual Love, War, Power, Heaven, Luck Marduk Greater God Rulership, War, Farming, Storm, Sun, Magic Nabu Major God Magic, Wisdom, Fate, Scribe, Messenger
Nergal Major God War, Death, Underworld, Hunt, Pestilence Ninhursag Greater Goddess Earth, Mother of Gods, Nature, Life
Ninurta Major God War, Hunt, Farming, Heroes, Destruction Nisaba Major Goddess Scribe, Vegetation, Canals, Reeds, Craft Nusku Major God Fire, Purity, Craft, War, Guardian, Hearth Shamash Major God Sun, Justice, Law, Truth, Order, Light Sin Major God Moon, Trade, Dreams, Judgement, Night
Tammuz Major God Vegetation, Fertility, Herds, Underworld
Other Gods and heroes of The Pantheon
Lamashtu
Pazzuzu - actually healing demon for exorcising evil demons
Bes
Adapa A mighty mortal and one of the seven sages before the flood who broke the wind, and lost from Anu eternal life because of his sly master Enki’s advice. Author of works of sorcery and astrology, patron of incantations and ceramonies.
Atrahasis super human sage who survived the flood
Apsu Primal sweet waters. Consort of Tiamat slain by crafty Enki to stop him plotting against the gods.
Alalu the eagle
Shula
Anzu bird man, dragon, storm beast, usurper,
humbaba merciless demon,
anunnaki spirits of heavens who relay prayers to the gods, built babylon for murduk, emphasize prevailing mood of the gods, hungry and burdoned until man created
anshar patron of assyria
seven sages
seven judges
seven fates
seven demons
seven cruel gods
seven gods
Aruru
Asag defeated by ningirsu, turned to stone
Alu wicked ghost
Nammu goddess of primal sea, mother of enki
Damkina was Enki’s consort and mother of their child Murduk,
Euphrates
Tigris
Igigi spirits of the earth who act as patrons of various crafts, each offering Precision (Skill
Hanbi King of Evil Wind Demons
Haia god of stores
kulla brick god
labbu dragon of enlil to kill humanity, killed with seal of life
Lilith Mother of Demons, seducer of men, mother of demons
Mummu Cosmic Order, Law of Universe, Messenger of Apsu, creative word personified,
Namtaru Demon of Destiny, messenger of the underworld, death, disease
Ninsun sun goddess, anihilating lady
Pazuzu Wind and Plague Demon
Raibisu Demon, The Croucher, Lurker in doorways, spy
guddana bull of heaven, destroyer, brings drought, pulls plow star, brings good or evil
Kulla brick god
Tiamat
Kingu leader of dragons,
ishum messenger of nergal, always advocates mercy
ninbubu patron of sailors
nindubara patron of ship builders
Adad
Major God of War and Tempest, The Storm Bull
Adad is the lord of violence, war, lightning and thunder. As the storm bull, he is a destroyer of monsters and a defender of the stead. He herds the black clouds and makes them rain which can fertilize the earth or destroy the wicked. He breaks the weapons of the enamy and persues them like an evil demon. He is the son of Enlil and lord of the lower air. He often at the command of his father a bringer of destructive storms to punish sinners and the wicked. He is a favorite god of divination and omens, particularly for weather. He wields the thunderbolt in his right hand and the hammer in his right. His beast is the bull, his favored city is Habab and his number is 6. He is very popular and is sometimes the local Baal or lord of the land. In Canaan he is Hadad. In Egyptian Canaan he is Rimmon. To the Hurrians he is Teshub. The older and less popular rain god Iskur of Akkad and Sumer may also be the same.
Worshippers: Farmers, Herders, Warriors, Mercenaries, Barbarians, Diviners
Skills: Jump, Primary Weapon Attack, Primary Missile Attack, World Lore
Duties: Destroying enamies, Protecting home, Tending the feilds and herds.
Divine Magic: Berserk, Cloud Call/Clear, Command (Bull, Knowledge Spirit, Law Spirit, Sylph) Increase/Decrease Wind, Lightning, Rain, Thunderbolt, Warp Wind
Spirit Magic: Cast Fates, Disruption, Fanatacism, Jumping, Speedart, Strength
Associated Cults: Anu his grandfather (Wind Words); Enlil his father (Fly); Shula his wife,a weather goddess (Predict Weather); The Bull of Heaven (Become Bull).
Anu
Greater God of Order, Heavens and Rulership, The Father of the Gods
Anu the Brilliant God is Lord of the upper air, who dwells behind the sky and rules the universe. He is the first God, a bringer of order who invented political institutions such as royalty and Kingship. He carried the Tablets of Destiny and the Food and Water of Life. With these he decrees the fate of all things and allots life and death. His word becomes reality. He wears the horned crown of kings, his symbol as is the crown of a date palm. He wields the sceptre or the shepherds staff. The bright one brings judgement, he knows all and makes justice. The dome of the sky is his domain and the stars are his army. He is the Pole star of the equator and his shooting stars are his supreme weapon. He commands manny minor gods, spirits, djinn and demons who are his children.
Usually he is distant and defers his powers to other gods, but he always appears first on any list of gods. He sometimes is called to judge a dispute between gods. The executor of his divine will is Enlil his son but his supreme power he gave to Murduk for defeating Tiamat. Anu laughed at human folly when Adapa the super sage mistakenly refused the food and water of eternal life. In Uruk his favorite city he is second to his consort Ishtar. Here she is known as Eanna and is the shining ones wife, the queen of heaven. In Sumer he is just An with Ki as his consort. His sacred number is 60.
Worshippers: Kings, rulers, law speakers, elders, shepherds, officials, warriors, judges, generals, sages
Skills: Orate, Speak Own Language, Evaluate, Human Lore
Duties: Leading, officiating, hunting and punishing the wicked, judging, herding cattle and commoners
Divine Magic: Bless Worshipers, Call Followers, Charisma, Command (Bull, Demon, Human, Sylph, Spirit of Law, Various Spirits), Detect Truth, Morale, Sheild, Shooting Star, Sunbright, True (Mace or Staff), Vision, Wind Words
Spirit Magic: Cast Fate, Detect (Enamy, Magic, Species or Substance), Disrupt, Farsee, Glamour, Heal, Light, Lightwall, Mindspeech, Protection, Second Sight, Shimmer
Associated Cults: Antu his consort (Magnify Command); The Bull of heaven (Become Bull); Ishtar in her form as his consort Eanna the queen of heaven (Reproduce); Tammuz & Gizzida his gatekeepers (Bear Fruit & Knowledge); Ki the ancient Earth Goddess and a form of Ninhursag (Ressurect); Enki his son (Exorcism); Enlil his son (Fly); Adad a grandson (Cloud Call/Clear); Murduk a Grandson (Thunderbolt); Ereshkigal once a consort who bore many demons and rules the underworld (Spirit Sever); and their daughter the goddess Nungal, who imprisons the wicked (Wound)
Enki
Greater God of Water, Widom and Life, Bringer of Culture
Enki is the power of fertilizing and creative wisdom which comes from water. He is a master of cunning, and technical skill. He is a counciler and helper of humankind and the gods. He is the father of civilization and culture. Enki defends life and is both a healer, a purifier and an exorcist. He is lord of the deep and the subteranean waters of the abyss. He is the bolt which bars the sea and controls it’s many spirits and monsters, as well as being the father of fish. He fertilizes the earth with his power and fathered the first plants. He knows everything and is a master of deception and magic although he always denies it. His sly mechanations help those in need, wether man or god. Water bodies in all forms are his gift, springs and rivers are his children.
He made Apsu and Mummu sleep, then slew Apsu and enslaved Mummu. He took their power and took Apsu’s house of water for himself. He fathered Murduk who defeated Tiamat in the god war which followed. His mother recomended the creation of mankind to allieviate the work of the proletariate gods the Igigi who had revolted. He made them on a potters wheel with clay from the body of Ninhursag who helped him. Later he used simply moulds. When he and Ninhursag were drunk he bet her could find uses for the defective ones she made in the moulds, which he did. When it was her turn Enki made an old and senile person which she could find no use for and in anger she cursed his intelectual arrogance and slew him. By denying him her eye of life, Ninhursag banished him to the abyssal waters beneath the Earth.
Later on the island paradise of Dilman he seduced Ninhursag when she was his brother Enlil’s consort. They fathered generations of plants goddesses who Enki also mated with. When Enki assigned the last generations magic powers and then ate them, Ninhursag cursed him with afflictions and sundered his body. Later she bore eight healing plant s to heal his eight afflictions as the world needed him.
Enki sent his the seven fish men sages the apkallu who taught all the arts of civilization to human kind including philosophy, science, astrology, irrigation, medicine, engineering, building, sailing, metalurgy, writing, geometry, fire, weapons, pottery and every other feild of knowledge and abstract concept. Nothing new has been found since the carp men came to Eridu. These secrets were called the Me, and Ishtar saught them for her city. She got him drunk, stole the me and fled. They spread like fire throughout the world. Despite this Enki battled the underworld to save Ishtar when she was trapped there. Eventualy he freed her by creating sexless beings to distract the underworld queen with flattery and give Ishtar the Bread and Water of life.
When his favorite sage Adapu angered Anu by breaking the south winds wing with a spell, Enki advised him on how to respond to his summons to heaven. Adapu as advised passed the guardians Tammuz and Gizzida with flattery but refused Anu’s offer of the Food and Water of life. Thus humans lost all hope of immortality and Enki maintained the status quo of human servitude. Enki gave peoples their trades and spread the worlds resources through many lands.
When Enlil grew mad at the noisy humans he ordered their destruction by war, plague and other colamities. When he sent a final flood Enki defied him and warned Atraharsis who built the ark and saved man and beast kind. He has helped many gods in trouble and uses subtleness instead of force like his brother enlil. He hid Nergal (unsuccesfuly?) from the minions of the underworld. He advised Ningirsu on how to defeat Anzu. He has helped many with his advice, magic and the Bread and Water of Life.
His symbols include the tortise, a ram headed staff, fish man robes, a ship, vessel overflowing with water and the goat fish. He rules the astrological constelations pices and capricorn, his sacred number is 40. In Akkad he is often called just Ea. Dagon of Canaan may be a form of his.
Worshippers: Farmers, scholars, magicians, healers, exorcists, crafters, city folk, water carriers, scribes
Skills: Fast Talk, First Aid, Swim, World Lore
Duties: Help, heal, protect, advise, craft, irrigate, make wells, use cunning, write, teach, avoid violence
Divine Magic: Bless Water, Breathe Air/Water, Clever Toungue, Command (Fish, Turtle, or other specific water Animal, Bull, Gazzelle, Goat, Intellect Spirit, Healing Spirit, Power Spirit, Ram, Snake, Undine), Exorcism, Knowledge, Mind Blast, Precision (Skill) , Irrigation, Sapience, Sea Strength, Water Walking
Spirit Magic: Beffudle, Comprehension, Coordination, Glamour, Heal, Invisibility, Mindspeech, Mobility, River Eyes, Second Sight, Sleep, Spirit Screen
Associated Cults: Damkina his wife (Float); Ninsurhag his Lover (Resurection); His sons the Euphrates and Tigris rivers (Truespeak and Drown respectivly); Nanshe his daughter the goddess of canals, springs, irrigation and purity (Purification); Nisaba goddess of scribes and vegetation (Plant Spy), Ninsar his daughter goddess of legumes (Bear Fruit); Ninkur lady of fiberous plants (Accelerate Growth); Uttu spider goddess of weaving (Web); Ninkasi goddess of beer (Bless Brew); Abu father of pastures (Sprout); Nammu his mother the sea goddess (Whirlpool); Murduk his son (Thunderbolt); Ningirsu (Strike); Nergal (Conceal); Anu (Vision); Enlil (Magnify Command); Nebo his grandson (Translate); Tammuz & Gizzida the gatekeepers (Invigorate & Healing Trance); Mummu (Lie); Ishtar (Reproduce), Shamash (Detect Lie), Sin (Reconstruction), Various beast cults, water bodies, craft patrons, plants species and many others.
Enkindu
Hero of the Steppes, The Wild Man
Enkindu is a friend of beasts who was mad by the gods to challenge Gilgamesh. Gilgamesh sent a priestess of Ishtar to civilize him but this seperated him from his animal friends. He joined Gilgamesh on his adventures until the gods slew him to punish the arrogance of his friend. He was one of the first dead to receive worship when he died and his cult are on good terms with his companion Gilgamesh the judge of the dead.
Worshippers: Nomads, Primatives, Hunters, Friends, Herders, Mourners, Ancestor Worshipers, Heroes
Skills: Weapon Attack, Dodge, Scan, Track
Duties: Help or hinder hunters and herders, grow to manhoodand, gain education, kill monsters, help friends, learn from the dead
Divine Magic: Berserk, Draw Beast, Replenish Game, Speak to Animal
Spirit Magic: Call (Beast), Peaceful Cut, Strength, Vigor
Associated Cults: Gilgamesh (True Axe or Maul), Ninhursag (Earth Power), Shamash (Sheild)
Enlil
Greater God of the Air, Authority, Force, Executer of Divine Will, Tempest, war, Lord of the mists, Demon, Hurricanes, Deluge, Nature, Fate, Wisdom, King of the Earth, Disaster, Lord of the World, Lord of the Mountain. Dispencer of Good and Evil. His Wife is ninlil, lady air She provides him with Bless Crops, Command (Snake, Swine), and Regrow limb. Enlil commands the proletarian gods the Igigi who act as patrons of various crafts, each offering Precision (Skill). Other cult spirits include Sylphs, Gnomes, and Undines which dispence help or harm. He even rules disease spirits which he may drive away or inflict on his enamies. His City is Nippur.
Skills: Orate, Speak Own Language, Evaluate, Human Lore.
Divine Magic: Blast Earth, Cloud Call/Clear, Command (Bull, Disease Spirit, Gnome, Sylph, Demon, Devil, Undine), Earthtouch, Increase/Decrease Wind, Magnify Command, Oath, Rain, Shake Earth, Sheild, True Axe, Warp Wind
Spirit Magic: Coordination, Detect Enamy, Glamour, Demoralize, Fanatacism, Heal, Ironhand, Mindspeech, Protection, Repair, Strength, Vigor
Ereshkigal
Major Goddess of the Underworld, dead, wife of nergal, eye of death, negative of ishtar, carried on throne by 7 vampires
Skills: Conceal, Hide, Listen, Sneak
Divine Magic: Absorbtion, Blast Earth, Command (demon, ghost, ghoul, hyena, jakal, shade), Fear,
Spirit Magic: Darkwall, Second Sight, Demoralize, Silence
Geshtinanna
poetess, singer, interpreter of dreams, herding, healing, wine, scribe of underworld, she who weeps, mourning, lagash
Gilgamesh
Hero, Slayer of Monsters, Patron of Victory, Intermediary with the gods, Protector From Death, Discoverer of the Underworld, Judge of the Underworld, Founder of Ancestor Worship, Great King, Tyrant, 2/3 God, Seeker of Immortality,
Skills: Weapon Attack, Human Lore, Orate, Parry
Divine Magic: Berserk, Contact Dead, ,
Spirit Magic: Fanaticism, Protection, Strength, Vigor
Gizzida
Fertility, harvest, knowledge, Father of Tammuz, guardian of heaven, snake, tree, healing, underworld form of tammuz, underworld wisdom, tree god, hydra, lord of the good tree, draws sustenance from the earth, dwells in a dark pallace, pure prince, long haired, lagash pantheon, horned serpent, official in the underworld
Skills:
Divine Magic:
Spirit Magic:
Gula
Major Goddess of Healing, Evening, Harvest, Abundance, Giver of Strength, Sickness, Great Daughter of Anu, Great Mother of Mankind, Wife of Ningursu, Mother of Lagash. Her Husband provides her with Replenish Game, And Her Dog companion provides Release Dog. Queen of Incantations.
Skills: Animal Lore, First Aid, Plant Law, Refine Medacine or Treat Disease or Treat Poison
Divine Magic: Bless Crops, Comfort Song, Command (Crop Plant Spirit, Disease Spirit, Dog, Healing Spirit), Heal Body, Invigorate, Regrow Limb, Restore Health (All),
Spirit Magic: Beffuddle, Detect (Disease Spirit, Dog), Endurance, False Healing, Heal, Second Sight, Solace, Vigor
Ishtar
Major Goddess of Love and War, The Queen of Heaven
Ishtar is the Daughter of the moon. She is mistress of fate and luck. Ishtar’s star venus rises before her brother Shamash the sun each morning in her more aggresive and martial form. Each night she cools down and is a goddess of sexual love and patron of harlots. She brings joy to all with her honeyed lips and bright eyes. Her local husbands vary from place to place, Tammuz is her favorite, but Ashur is most common in Assyria. Priestess orders consist of virgins, married semi retired senior priestesses or courtesans. Temples also employ Eunuchs which she invented to terrorfy her enamies. She stole the secrrets of culture from Enki making herself Mistress of the Me. She assaulted the underworld. She fueded with Gilgamesh after he called her a fickle lover and in her rage made Anu send down the Bull of Heaven. She wailed when Enlil brought the flood and other disasters. Enki once made an enamy for her the goddess of strife Saltu, who was even worse than Ishtar at her worst to teach her to restrain her battle love. Once she grew the Hatuppu tree to make a bed from but it became infested with a serpent in the roots, Lilith made her home in the boughs and anzu perched in the crown. Gilgamesh drove them away then cut the tree down for wood. She is a patron of Uruk, her symbols are the star venus, the Lion, the Dove, the Eagle, and a special banner.
Worshippers: Farmers, Warriors, Harlots, Hunters, Merchants, Crafters, Mercenaries, Lovers, Virgins, Poets
Skills: Any Weapon Attack, Craft (Ritual, Carnal or Courtesan sex), Fast Talk, Sing
Duties: Wailing and singing, sex rituals, poetry, warfare, blessing animals, crops and worshipers.
Divine Magic: Charisma, Command (Ass, Demon, Disease Spirit, Dove, Eagle, Ghost, Lion, Snake, Salamander), Erotocomatose Lucidity, Heal Body, Reproduce, Sheild, Shooting Star, True (Weapon)
Spirit Magic: Coordination, Demoralize, Fanatacism, Fire Arrow, Fireblade, Glamour, Healing, Strength
Associated Cults: Tammuz, Anu, Enki, Shamash, Sin, Ninhursag,
Murduk
God of Babylon,ruler, magic, wisdom, war, war, thunder, lord of the universe, demonslayer, Has four dogs Akkula, Ukkumu, Iksuda and Iltehu (Eater, Seizer, Grasper or Holder), Jupiter, spade
Worshippers: Rulers, Spies, Usurpers, Magicians, Farmers, Judges, Soldiers, Scribes, Hunters, Crafters
Skills: Weapon Attack, Human Lore, Orate, Speak Akkadian
Duties: Digging Canals. Uprooting Chaos, Slaying Monsters, Ruling,, Empire Building, Spreading Law
Divine Magic: Thunderbolt, Flame Breathe, Sheild, Bless Crops, Flame Spear, Sureshot, Extra Eyes. Extra Ears, Charisma, Shake Earth, Command (Dragon, Elemental, Lion, Bull, Eagle, Dog, Intelect Spirit, Power Spirit), Warp Wind
Spirit Magic: Flame Blade, Flame Arrow, Multimissile, Entangle, Glamour, Disrupt, Demoralize, Light, Farsee, Healing, Second Sight, Strength
Associated Cults: Enki his father (Irrigation), Nabu his son (Translate), Anu (Vision), Enlil (Magnify Command), Ninhursag (Heal Body), Ishtar (Shooting Star), Sin (Trade Spell), Shamash (Oath), his wife (Bless Crops), Ninurta (Tillage), Tammuz (Bear Fuit), Nusku (Accelerate Growth), Nergal (Strike), Ereshkigal (Command Dead), Girra (Bless Torch), Adad (Rain),
Nabu
Scribe, magic, mercury, carries tablets of fate, messenger, wisdom, books, knowledge
Skills: Fast Talk, Human Lore, Read/Write Summerian, World Lore
Divine Magic:
Spirit Magic:
Nergal
God of Destruction, Hunt, War, Gloom, Disease, Death, Pestilence, Sterility, King of the Underworld, Usurper, Lies, Terrible and Murderous Sun, rage, Fire, Mars, Winged Lion, destroyer of mankind, ruler of the house of the dead, lord of the grave, summers heat, winters cold, judge of the dead, anarchy, rebellion,
Worshippers: Farmers, Herders, Hunters, Warriors, Leaders, Assasins, Theives, Undertakers, traitors
Skills: Orate, Weapon Attack, Conceal, Sleght
Duties:
Divine Magic: Spirit Sever, Conceal, Strike, Morale, Beserk, Charisma, Command (Ghoast, Corpse, Disease Spirit, Madness Spirit, Passion Spirit, Command Salamander),
Spirit Magic: Fanatacism, Firblade, Fire Arrow, Second Sight, Wall of Darkness, Countermagic, Strength. glamour
Associated Cults: ishum is his messsenger/counciller who recomends mercy and peace and cleans up nergals harm
Nibada
scribe, reeds, vegetation, corn, craft, numbers, sister of of ningirsu, holds lapis lazuli tablet, recorder of enlil, motherhood, married to and overtaken by nabu
Skills:
Divine Magic:
Spirit Magic:
Ninurta
Major God of the Hunt and Agriculture, Smiter of Monsters
Ninurta the son of Enlil and Ninhursag, a popular god who has battled many monsters and beasts including the six headed ram of Elam, various dragons, Asag and his mineral kin, and the bull man of the sea. He helps the crops and domesticated animals with his fertalizing power and mastery over beasts. He built the mountains for his mothers home. When he warred with the rebel minerals he gave them purpose according to if they helped or hindered him. When Anzu stole Enlils Tablets, only Ninurta was brave enough to fight him with Enki’s help. After he slew Anzu he was purified and given many new names. He reveals the sly machinations of Enki to his father and weilds the flood weapon in his name. He defeated Imdugug the lion bird and used him to draw his chariot and even assumes his form in battle. At times his battles and boasting disturb his fathers rest which thankfuly has not resulted in conflict.He usurped the power of many of the beings he conquered. His many weapons provide him terrible powers. His symbols include the star Saturn, the constellation Orion, and an eagle or panther headed club, double headed lion, six headed ram, various sacred stones, and most importantly the lion headed eagle Imdugug. This was the emblem of his favorite city Lagash. His many names vary from place to place such as Ninurta in Akkad, Duku in Sumeria, Hurabtil in Elam, Shushinak in Susa, Zababa in Kish, Tishpak of Uruk often he is the local Baal.
Worshippers: Hunters, Warriors, Farmers, Herders, Monster Killers
Skills: Animal Lore, Bow Attack or Melee Weapon Attack, Listen, Track
Duties: Hunt the wicked, Slay enamies and monsters, provide food, maintain order, expose deceptions, hunt
Divine Magic: Command (Lion, Eagle, Ram, Panther, Swine, Imdugug, Various Beasts), Draw Beast, Fly, Identify Scent, Replenish Game, Strike, Sure Shot, Tillage
Spirit Magic: Detect (Species, Mineral or Enamies), Fanatacism, Farsee, Firearrow, Healing, Speedart, Strength
Associated Cults: Enlil his Father (Thunderbolt); Ninhursag his mother (Earth Might); Bau his wife (Heal Body); Enki (Water Walking); Nanshe (Purification); Local subcults are common including beast cults and monster cults of the species he has conquered, as well as many spirits of stones; Imdugug (Become Imdugug); Sharur the mace (Carry Message); Various Weapons (True Weapons spells and others); The Flood Weapon (Command Undine); The Seven of Battle (Command Sylph)
Ninhursag
Great Earth Goddess Ninkhursag the Great Lady and Mother of the Gods whose sacred milk nourishes kings, lady of the mountain, queen of the land, mother of vegetation, children with enki and enlil, many goddesses are her forms.creatrix, generative process, mourns the capture of wild beasts,
Skills: Climb, Animal Lore, Mineral Lore, Plant Lore
Divine Magic: Absorbtion, Accelerate Growth, Bless Crops, Bless Grave, Command (Plant Spirits, Snake, Bear, Cattle, Swine, Dog), Earth Might, Earth Power, Heal Body, Regrow Limb, Restore Health
Spirit Magic: Detect Enamies, Detect (Specific Plant or Animal Species), Endurance, Foodsong, Healing, Ironhand, Peaceful Cut, Second Sight, Spirit Screen, Strength, Shimmer, Vigor
Nungal
goddess of imprisonment, detention, rope, underworld, magic, persues the wicked, daughter of Anu and ereshkigal
Nusku
fire, hearth, sacrifice, hearth, lamp, destoyer of magic, slayer of sorcerors, burner of witches, torch, anger, messenger of enlil, arson, champion of the gods, purity, truth and reichiesness (2 sons kittu and Meshura), a feast celebrates his victory over a witch of elam who caused infertility and famine
Skills: Weapon Attack, Fast Talk, Devise, Sleight
Divine Magic: Bless Hearth, Fire Spear, Enhance/Diminish Flame, Teleport,
Spirit Magic: Disruption, Fireblade, Glamour, Healing, Heat Metal, Ignite, Mindspeech, Shimmer
Shamash
Major Sun God, Law, Light, Truth, Justice, blaze, lord who sees all, hates the wicked, hunter of evil, measurer of life, the suplicants god, day-light, heat, Lord of Swine, Shinning One, Bright God, helper, warrior
Skills: Evaluate, Human Lore, Search, Scan
Divine Magic: Detect Truth, Comand (Eagle, Hawk, Lion, Snake, Horse, Ass, Donkey, Swine), Oath, Sheild, Sunspear,
Spirit Magic: Glamour, Detect Enamy, Disrupt, Farsee,
Sin
Major God of The Moon and Mystery, Lord of the Night
Sin was born to Enlil and Ninlil in the underworld and his parents bore other children there so he could leave. He sails the night sky in his moon barge watching the world below. The crecant moon is his weapon which he fights the seven evil gods who seek to eclipse him. As enamy of evil doers who act by night, he is the victim of many of their plots. His light is cool and moist, bringing life and fertility. His silver crecent horns make him lord of cattle. He makes cattle fertile and he makes the pastures rich. He rides at times a winged bull. He is mysterious and very wise, advising the other gods on all matters with his deep knowledge. His predictions are binding and his temples are oracles. He was ordained by Murduk as the monthly time keeper. He helps merchants ships and caravans by protecting them from evil, aiding navigation and his mastery over time. He courted Ningal who became a moon goddess and bore him many children including Ishtar, Shammash and Nusku. He bribed Enlil to spare Ur from the flood while his wife wailed. He irrigates the island paradise of Dilman. He refused to aid Ishtar when she was trapped in the underworld. He sends dreams to mortals through his servent Zaquar. His lapis lazuli bearded is long, he holds an axe, a sceptre and a staff. Sometimes he wears a turban or a crecent crown or a round diadem. His sacred number is 30. In Sumeria he is Known as Nanna and his holy cities are Ur and Haran.
Worshippers: Kings, herders, farmers, sages, judges, guardians, sailors, merchants, soldiers, watchmen
Skills: Axe or Staff Attack, Any one Lore, Orate, Scan
Duties: Advising, Navigating, Trading, Protecting folk from evil, Record Times, Predictions, Council
Divine Magic: Create Market, Mindblast, Reconstruction, Sheild of Darkness, Shooting Star, Star Ward, Trade Spell, True Axe or Staff,
Spirit Magic: Cast Fate, Detect (Enamies, Magic, Direction, Cattle), Disrupt, Healing, Lantern, Second Sight, Spirit Block, Strength
Associated Cults: Anu (Vision), Enlil (Fly), Ninlil (Bless Crops), Enki (Irrigate), Ningal (Madness), Shamash (Detect Lie), Ishtar (Reproduce), Nusku (Bless Torch), Tammuz (Bear Fruit), Zaquar (Carry Dream)
Tammuz
Major God of Vegetation and Life, The Dying God
Tammuz is the creative power of spring. He was a sheperd who became a great king before the flood. He became the lover of Ishtar, after overcoming oposition and help from shamash. He seduced her and advised her on how to lie to her mother. She later abandoned him, nominating him to take her place in the underworld when she was stranded their after a misadventure, because he had not shown enough remorse. He refused to die and wandered in dispair. With the aid of his sister and shamash he evaded them until he was captured by demons, tortured and killed. He was eventualy allowed to return from the underworld for part of the year by echanging himself for his sister. Each year he is reborn anew and wild celebrations abound for the return of life. In this form he is celebrated as the spring sun, a god of youth, joy, freedom and pleasure. When he returns to the underworld all mourn for him. He takes disease and affliction back to the underworld. He watches the gates of heaven with his father Gizzida. Cult rituals include lamentations, lengthly burial rites, combat, wandering wich lasts up to half the year. He is also Known as Dumazi in Akkad and Adonis in Canaan.
Worshippers: Farmers, Herders, Lovers, Dancers, Kings, Hedonists
Skills: Sicle or Shortaword Attack, Plant Lore, Orate, Sword Attack
Duties: Spread agriculture and animal husbandry, nurture the community, celebrate spring, mourn its loss
Divine Magic: Accelerate Growth, Bear Fruit, Charisma, Command (Cockrel, Boar, Goat, Gazelle, Ox, Ram, Snake and Plant Spirits), Invigorate, Madness, Slash, Sprout
Spirit Magic: Beffudle, Bladesharp, Endurance, Foodsong, Glamour, Heal, Vigor
Associated Cults: Ishtar his lover (Reproduce), Various animal cults available localy (Become Cockrel, Boar, Goat, Ox, Ram, Snake or Plant Species), Gizzida his Father (Heal Body), Ninhursag the source of Life (Ressurection), His sister Geshtinanna (Clever Tongue), His brother in law and helper Shamash (Sunripen)
Aruru
Major Goddess, Earth, Fertility, Nature, Creation, Cattle, Motherhood, Brewing, Joy, Music, Childbirth, The Womb, Mother of Mankind and Beasts, Creater of Gilgamesh and Enkindu, Mother of Sumer, Sister of Enlil,
Skills: Animal Lore, Craft (Brew, Cook, Clay, Midwife, Weave), Human Lore, World Lore
Divine Magic: Bless Beast, Command (Cattle, Various other Animals, Gnome), Comunity, Couvade, Earth Power, Induce Offspring, Shape Earth
Spirit Magic: Detect (Species), Heal, Ignite, Glue, Repair, Sleep, Solace, Vigor,
Tuesday, 30 October 2012
Science and Sorcery in DnD
Went into game shop. Saw new eclipse phase book then found a whole section of OSD and Indy DnD - nabbed Carcosa. Saw Vornhiem and it looked good - alas i had already got book of mars attack cards inducing all the new ones. So i went for being careful with xmas and everypayroll officer getting holidays when i want to be paid.
Carcosa is basically if HP Lovecraft wrote john carter. Its simple, bonkers and a labour of love. I laughed out loud rather than was shocked - reminded my of 1st edition Stormbringer from 80s game. Kill a friend to cast a spell - wow. Needs mythos undead. Someone did a game where party from 30s germany crash a Nazi thule type saucer on carcosa.
Ive been reading about carcosa, reading the Dungeon of Signs blog and reading about many 1800s literary inspired DnD games. Gammaworld starts to overlap too. Mish mash of magic and tech is inspirational. So I may do a science and sorcery game next year. Carcosa would fit in well. I always thought cupolas Dracula was a bit DnD.
I always was fond of the hollow earth as a setting with dinos, nazis, mutants with plasma lances, robots, aliens and atlanteans as a kid so its all cheezy inspiration for now. I may allow talking animals and mutants in my game now. Tukemal does all this stuff too - i have the different worlds edition.
Ill probably digest this for a while.
Monday, 29 October 2012
Monotheists in my RQ world
This was a 2000 year later version of my old rq games religions from my last post on the subject. Basically was an alternate dark age earth with a similar map but with obvious differences.
The Book of The Law
Books of the old Prophets (About 500 years before the supreme ones True Prophet) A legalistic text with lineage from the dawn of creation, the means of avoiding spiritual contamination, various histories concerning the old prophets, and their struggles in the shadow of ancient pagan empires.
The Nikeans claim true decent from these prophets and have their additional text of mystical doctrines The Alechem Magna. This includes numerology, alchemy, cosmology and methods of communicating with angels and the supreme one. Nikeans believe study of the scriptures and their hidden secrets offer the keys of the universe to the worthy and pure. Today Nikeans a mercantile and persecuted minority for their old ways.
The Book of the Nameless Prophet (year 0 After the Prophet). A book of new laws and moral codes combining the religion of the old prophets and ancient Agonian philosophy (natural philosophy, stoic ethics, Platonic theology). In his lifetime the Prophet spent fifty years traveling the world. In this period he battled demons, performed miracles, converted kings and spread his missionary zeal versus evil as influenced by Tarmaj dualists. There is an appendices in the gospels of the prophets followers which offer a variety of reinterpretations of the prophets words. Two major schools exist of this faith, Eastern and Western, with numerous heresies and minor schools. Both once belonged to the mighty Lamnutainian Empire which split into two empires in a civil war.
Western Church
The Western Empire collapsed after conversion from paganism but the church survived anyhow. The Hierophant rules from the holy city of Teshlun but his control has fluctuated. As the Reformers threaten the church, the Hierophant grows more brutal and extreme in response. The Western church has a major cult of thousands of saints incorporated and has become more extreme in the pursuit of heretics and evil.
Some Major Saints and their orders:
St Tastian - Patron Saint of Knights and Soldiers; Slayer of Dragons
St Minrani- Patron Saint of Healers and Hospitilar Knights; Martyr to the sick
St Astrius – Patron Saint of Inquisitors; Hunter of witches, heretics, and evil doers
St Himark – Patron Saint of Warrior Monks; Bankers, Protector of pilgrims
St Umelda – Patron Saint of Peasants and Farmers; Practice Poverty
Eastern Church
The Eastern Empire and church have remained one, the Emperor is the Earth’s representative of the Supreme Ones law. The holy city Tertizan is said to be the worlds greatest city. The Eastern church has a major cult of angel worship and prefers the use of scholarly debate and the benefits the eastern empires civilization to convert the heathen and heretics before turning to the sword.
Some Major Angels and their orders:
Seramkion – Archangel of War, Guardian of the Holy, Patron of the Emperor
Azatheth – Archangel of Death, Grim Reaper, Taker of Souls
Magion – Archangel of Beasts, Protector of Farmers, Guardian of the Hearth
Alshazer – Archangel of Life, Healer of the Faithful, Protector of Women
Telialnabur - Archangel of Knowledge, Patron of Scholars, Protector of Scriptures
Heretics
The current surviving sect of heretics most are struggling to survive mainstream oppression or have thrived in isolation.
The Reformers in the west believe in a more individualistic interpretation of the Book of Law, except have an extremist streak of moral purity, and disapprove of the use of saints and angels. Each reformer sects is named after a founder who claims to have a new more pure insight to the Book of Law. Their wars in the west with the mainstream church have left Dutainia a war and plague torn hell hole. They have so threatened the Western church that it’s policy has been to react with more violence and established inquisitions and crusades against all heretics.
Thelkonism in the east teaches that all major creeds are just aspects of the one true faith. They study the holy books of all major faiths as well as the mysterious religions of the extreme far east. Their teachings include reincarnation and how to commune with your personal angel who may intercede on your behalf directly to the Supreme One. They are hated by all other faiths for their tolerance and rejection of any one dogma, but their mercantile ability has spread them far and wide, especially along trade routes to the far east.
The Lost churches come from isolated regions where they became separated from the main church shortly after the first missionaries arrived. Paganism and the true faith became intermingled so ancient art forms are still practiced but now in service to their new faith. Many pagan rituals and teachings still survive and their mystery teachings seek to unify the old and new faiths.
The Hetori are a school of mystical rebels mostly crushed in the west. Preaching love and tolerance, hundreds of sects offering their own unique means to becoming closer to the Supreme Being. Oddly enough all these sects place men and women as equal before the Supreme One. These sects have produced original works of art in many fields to hide their doctrines from the Western Church. Many aristocrats and city folk practice these sects in secret.
Sects include:
The Klaresti who believe in carnal sex and nudity express true love for God best. The Mosgani who preach true love for other humans is the truest form of worship. The Pertori who preach love between man and wife is the purest form of divine love. Kelsorgi who mortify themselves with self mutilation and revel in filth to show their detachment to flesh and the worlds base nature. Pelegosi who revel with the beasts and tried to restore themselves to the pre-corrupted form of man by abandoning civilization and returning to the woods. Malatori who practice sinning so as to release their evil urges from within. Bagarani who live below the earths surface so as to be closer to the primal clay from which man was made by sitting in holes or living in caves.
Rival Religions
The Maxalad is the chief holy text of the Infidel faith of Kalanism, who claim a more recent book and prophet of the supreme one. Sindar the warlord of Heaven united the southern tribes against the Western and Eastern Empire in a brilliant campaign said to have been inspired by the supreme one to liberate his chosen. Sindar had a new, martial philosophy as well as disdain for representations of animals, man or God. Sindar teaches that foreign subjects may live in their own fashion, but Kalanites must live a life of dicapline. Several major sects exist including the Assassins of Klarteroth, a school of scholars the Melphithon who study natural philosophy (as a means of understanding the creator), and the mystical mad dancers of Al Akun.
The Aduna texts are the holy scriptures of the Tarmaj dualists who are the most ancient by far and preserve many ancient and far reaching art styles. Tarmaj the holy prophet predates all other prophets by at least a five hundred years. The Supreme one also has an evil opposite who seeks to destroy the universe with foul chaos. There extreme dualism and the struggle against evil has influenced all the other schools of monotheism, most recent being the Western church. The Aduna asks the student to make the supreme moral choice and dedicate ones existence the destruction of the cosmic lie of chaos. The text also teaches the importance of not defiling sacred earth or holy flame (such as cremation), and how to avoid spiritual contamination by avoiding certain actions.
Major sects include the conservative Tarmaj purists who deny the worship of the old devas, the more populist state church which tolerates and even elevates some devas to the status of aspects of the Supreme One. The populist sect believe most moral evils are spiritual while the conservative believe physical and spiritual evil require constant vigilance. The heretical Markanism sect teaches that Law and Chaos are parts of a greater unity, which if comprehended can help the practitioners recognize and confront the more extreme causes of evil rather than it’s peripheral side effects.
Year of the Prophet 1116
Twenty wears ago the founders of Drachenford fled the Dutainian town of Morthuleheim to flee the war with the Western Church. The Church elders afraid of death at the hands of the Hierophants Butchers, sent our elders to convert pagans to preserve our enlightened path. They found a village of pagans, defeated the chief, burned their wooden idols and chased away their wicked demon worshiping priests.
The war has grown worse and now the plague has ended most of our trade. Now Vikings are coming down the river, pagans are uprising, to town elders hope to recruit and convert more mercenaries.
Wisdom of the Morthulist Reform Church
Skills: First Aid, Human Lore, Orate, Read/Write Dutanian
Vows: Abstain Sex, Abstain Alcohol, Abstain Murder
High Vow: Always wear black, Use blunt melee weapons Only, Never Tolerate Pagans or the Western Church, Avoid finery and indulgences, Avoid Profanity, Destroy False Images, Avoid pride, Abstain Spirit and Rune Magic
Morthules Blessing 1pow: May be used to obtain magical skills such as intensity if the holy person has at least one vow and the high vow
Spell List: Worship Supreme God, Nuetralise Wound, Nuetralize Disease, Nuetralise Poison, Nuetrlise Magic, Palsy, Bless Rod, Bless Quarrel, Evoke Light, Mystic Vision, Produce Light, Protective Circle, Bless Water, Bless Iron
Sect Ranks: Laymember, Oblate (Student), Novice (Apprentice), Assistant Priest (Journeyman), Priest (Adept), Bishop (Magus)
Sunday, 28 October 2012
Babylonian Gods for Elfmaids and Octopi DnD
here is some babylonian-assyrian-sumerian gods from my house D&D
Gods Name (Foreign Names)
Holy Symbols
Cult Alignment
Power Sphere
Additional Weapon Choice
Holy Beast
Holy Power (Instead of turning)
Description
Extra Spells
Ishtar (Venus, Freya, Isis, Astarte, Inianna, Athena, Astarte, Diana)
Symbolic loop, knot, staff, instrument, sistrum or ankh or dawn star
Any Alignment
Love & War
any bow, spear or sword or shuriken
dove, cats and lions
Lay Hands Can Heal 1d8+1/lv use once per day per lv
Ishtar Goddess of Love and War: Temples act as virgin nunneries, breweries and sacred brothels making her one of the most popular Gods. Just don’t confuse the virgins and prostitutes or they get mad. Range from holy pure palatial shrines of peace to bloody battle alters to filthy backwater brothels. Ishtar is also a soldier, a huntress, a healer, a wisdom giving barmaid a strumpet, a harvest queen and many more. She stole the essential knowledge of all craft from Enki by getting him drunk.
1st Charm Person, 2nd Flame Blade, 3rd Suggestion, 4th Charm Monster
Ninurta (Saturn, Kernu, Herculese)
Weapon or tool as symbol
Any Alignment
Farmer & Hunter
any 1H Axe or Sword, Sickle, Scythe, Any Farm Tool, Short bow
any useful domestic beast or monster defeated
+1 weapon for 1d12HD Allies/lv once per day, +2 at 5th, +3 at 9th, +4 at 14th for 2d6 rounds
Ninurta God of Farmers and Hunters: Aids hunters and warrior heroes especially those fighting monsters and animals bothering humans. Protects the common folk in the eternal battle with seasonal changes. Heroes kill monsters but commoners just farm and live simple lives.
1st Locate Animals and Plants, 2nd Bull Strength, 3rd Hold Animal, 4th Call Woodland beings
Marduk (Jupiter, Baal, Assur)
Arrow of law – shovel, arrow head, spear
Any Lawful Alignment
Supreme Law & Power
any Spear or Bow, Javelin, Dart, Net
dragon or lizard or scorpion or warhound
1d8+1/Lv Lightning once per lv per day with loud thunder clap
Marduk God of Authority and Power Seized the universe by force from older gods and monsters, He is the supreme god of all now controlling all the universes and world in the name of order. His city at the empires heart is the axis of the world. His clergy serve the empire and law.
1st Shocking Grasp, 2nd Flame Blade, 3rd Lightning Bolt, 4th Fire Wall
Shamash (Helios, Ra, Utu)
Sun disc or eye
Any Lawful or non-evil Alignment
Sun & Justice
Any Bow, sword or axe
Swine, Eagle,
Blind 1d12 HD x Lv for 2d6 rounds/lv once per day with flash of light
Shamash God of the Sun Lord of Light who sees injustice and helps the weak vs the strong. Councilor of kings who sees and knows all he sees from his flaming sky chariot. His sacred city invented king ship and all the emperors have acknowledged this by being crowned there.
Cult serve as judges, advisors and leaders as well as lawmen, just warriors and guards.
1st Magic Missile, 2nd Flame Blade, 3rd Ghost Armour, 4th Fire Sheild
Nergal (Set, Mars)
Panther headed Club or favorite weapon
Any Alignment
Death & War
Can learn any weapon
panther or cat
Fear 1d12 HD xLv for 2d6 rounds/lv once per day
Nergal God of Death and Suffering Praise him before he destroys you! Beg him to kill your enemies instead. Lord of battle, Usurper of underworld, Blood God with 50 sacred weapons. He may seem bad but he protects his people from predation by undead by locking up the land of the dead. He kills monsters and ruins your enemies. He is also the terrible summer sun which kills all with desiccating wind and plague
1st Elemental Burst, 2nd Flame Blade, 3rd Hovering Skull, 4th Bone Wall
Sin (Khonshu, Nana, Su'en, Sindar)
Moon or staff or lamp
Any non chaotic or or non evil Alignment
Moon, Illumination
any Axe or Bow, khopesh, sabre, scimitar
horned beast or bull for animal
Peace 1d12 HD xLv for 2d6 rounds/lv once per day
Sin God of the Moon, Sin is a god of wisdom, illumination, trade, civilization, wisdom. Underworld, night, lord of dreams and Healing. a favorite of travelers and merchants he was born in the underworld and escaped as a child with much wisdom.
1st Pass Without Trace, 2nd Invisibility, 3rd Spectral Force, 4th Confusion
Erishkigal (Lilith, Hel, Loviatar)
Symbolic jaws or skull
Any Alignment
Death & Underworld Dungeons
any bow, spear or sword
owls, cats, hares, rabbits
Command undead 1d12 HD xLv for 2d6 rounds/lv once per day
Ereshkigal Goddess of Underworld Queen of the Vampire Throne, mother of Monsters, Her father Enlil mated with her to create hordes of demons to punish the wicked. Nergal usurped and raped her and conquered her realm. She is the dark side of Ishtar who withholds life and death.
1st Corpse Link, 2nd Ghoul Touch, 3rd Vampiric Touch, 4th Wall of Bones
Ninhursag (Gaea, Durga)
Triangular mountain glyph
Any Alignment
Earth, nature, beasts
Sickle, Scythe
any natural animal or plant
Command Plants, Animals or Earth beings 1d12 HD xLv for 2d6 rounds/lv once per day
Ninhursag Goddess of the Earth Favorite of the common folk. Cult are healers who care for the land and people. She is the great goddess and present within all women, but she may withhold the power of life from evil doers.
1st Magical Stone, 2nd Warp Wood, 3rd Summon Animal Spirit, 4th Call Woodland beings or Replace list with Druid as a magic option.
Adad (Thor, Perun, Indra)
Lightning bolt, Axe or Hammer or Spear
Any non-lawful
Storm & weather
Axe or Hammer or spear or javelin
horned animal and especially bulls
Command weather for 2d6 rounds/lv once per day – at least makes wind
Adad God of Storms Herdsman of Storm clouds, lord of the sky, destroyer of evil, loved by common herders and farmers, he is a furious bringer of rain and life to the land with-held by monsters.
1st Feather Fall, 2nd Levitate, 3rd Fly, 4th Ice Storm
Enlil (Baal, Odin, Jupiter)
Mattock or farm tool or weapon
Any Lawful Alignment
Underworld, Earth and sky
Any Axe, bow, Spear
horned animal preferably a bull
Command demon 1d12 HD xLv for 2d6 rounds/lv once per day, if double needed HD then can kill
Enlil God of Air, Earth and Underworld Previous ruling god and lord of the middle Air, Enlil is one of the great gods rooted in the foundations of the universe. He cycles the elements through the underworld and heaven making seasons and bringing life or disaster for the wicked. He fathers demons and monsters with Ereshkigal to punish wickedness. His demon children and monsters hunt the wicked or cull mankind when they grow too many.
1st Summon Monster1, 2nd Summon Monster2, 3rd Summon Monster3, 4th Summon Monster4
Enki (Prometheus, Neptune, Amon, Ea)
Staff or jug
Any Alignment
Water, Magic Knowledge
trident and net, shuriken
fish, ram, snake or turtle
Command water creature or elemental 1d12 HD xLv for 2d6 rounds/lv once per day, if double needed HD then can kill
Enki God of The Deep Water Lord of the Deep Waters, magic & knowledge. While crafty Enki made humans it was to toil for the gods, he save us from the flood then stopped humans becoming immortal to keep the status quot. Unable to assume supreme power from his father or brother he made his son Marduk to be greater than them all. His temples include persons of all the sacred occupations. They restrain mortals from angering the gods or being harmed. Created the Melamu - the celestial encyclopedia and the basis of scribal wisdom and the Me - basic arts of civilization and culture.
1st Swim, Sleep 2nd Web, Ice Knife, 3rd Breathe Water, Tongues , 4th Ice Storm, Polymorph Self
Anu (Ukko, Great Spirit, Odin)
Shooting Star, horned cap, pole star
Any Alignment
Stars & Destiny
Any Bow
horned animal preferably a bull
1d8+1/Lv Shooting Star once per lv per day with loud thunder clap
Anu God of Heavens Master of the Universe. King of night stars. Lord of the upper sky. First human-god to rule the universe, now he is mostly retired above the sky in the celestial city where the djinn, angels and spirits administrate the cosmos according to the destiny he has fixed them in the tablets of fate.
1st Magic Missile 2nd Rope Trick, 3rd Fly , 4th Dimension Door
Tammuz (Frey, Baldr, Dumazi, Adoni, Pan)
Corn or beast horns or wine
Chaotic, non-evil Alignment
Vegetation and Life
any spear, hand axe, hatchet, short sword, sabre, lasso
any natural plant or animal but herd beast like goats a favorite
Spring: Grow 1d12x100xLv in pounds of edible or terrain chocking vegetation or in winter can destroy
Tammuz God of Nature, king of vegetation and lord of rebirth, favored by herdsmen, nomads and barbarians. Dies yearly then returns with fructifying power of underworld. Cult practice ritual duels & ecstatic mob hysteria (spring) wailing (winder) Hunting and courting (summer), Scourging enemies (autumn) then back to weeping and mourning (winter)
1st Animal Friendship 2nd Charm Mammal, 3rd Possess Animal , 4th Sticks To Snakes
Tiamat (Leviathan)
Dragon or chaos symbol
Any Chaos Alignment
Sea, Chaos
trident, net, any spear, sabre
Dragon or scorpion or lizard
1d8+1/Lv dragon breath once per lv per day with loud thunder roar
Tiamat the Chromatic Dragon Mother of Chaos. Tiamat was the primordial dragon of the sea who tried to kill all the gods. Marduk defeated and dismembered her using her corpse to complete universe at the dawn of Time. She ruled the elder age when monsters ruled the world and human ancestors were slaves.
1st Burning Hands, Summon Monster1, 2nd Flame Blade, Summon Monster2, 3rd Fireball , Summon Monster3, 4th Wall of Fire, Summon Monster4
Ningizzida
Snake or tree or fruit
Any Alignment
Healing, Wisdom, knowledge,
chain, lasso, whip, blowpipe
Snake or hydra
Call 1d6 x HD xLv of poison snakes 1d4+lv in poison dam or snakes or form one constrictor with staff 1d6+1d6/6 lv dam
Ningizzida the Serpent Lord, The holy Hydra, brings wisdom to humanity and the fructifying powers of the underworld to the surface. His cult grow fruit trees and brew fruit wines. His priests are healers, prophets and farmers.
1st Speak Animal, 2nd Reflecting Pool, 3rd Charm Reptile , 4th Sticks To Snakes
Bes
Rattle or drum or ancestral remains
Any
Trickster, Ancestors
chain, lasso, whip, blowpipe, bolo
Dwarf or ancestral spirits
Contact 1d6HD/Lv of ancestral and other local departed spirits in a séance, 1/lv per day or use Shaman power
Bes the dwarf trickster comes from the old times and is followed by many people as a shamanic cult. He is a comic clown but also deals with spirits, ancestors, childbirth, trickery, common folk. Many clowns hide their wisdom and use buffoonery to get close to power.
1st Friends, 2nd Knock, 3rd Summon Animal Spirit, 4th Bargain
Nebo (Mercury, Thoth)
Stylus
Any Alignment
Scribe & Messenger
Any sword
Dragon
get +1 non-combat proficiency every level
Nebo God of Language Scribe and messenger of the gods. Patron of scholars, wizards, bureaucrats, librarians, merchants, travelers, messengers and even thieves. They operate the post and heliographs services of the empire.
1st Comprehend Languages, Run, 2nd Reflecting Pool, Knock, 3rd Tongues , Clairvoyance, 4th Magic Mirror, Bargain
Bau (Baba)
Staff, Dog medallion
Any non evil Alignment
Dogs & Healers Any sword Dog Lay Hands Can Heal 1d8+1/lv use once per day per lv
Bau Goddess of Healing Healer and protector, guardian of the store house, the good wife of Ninurta. Don't stop to think-- Bite!
1st Summon Monster1 (Dog), 2nd Summon Monster2 (Wolf), 3rd Summon Monster (Dire Wolf) 3 , 4th Summon Monster4 (Hell Hound)
Geshtinanna (Persephone)
Staff, Wine vase, vine, grapes, snake medalion
Any
Dreams & Vines
Any sword
Snake, Hare
Contact 1d6HD of ancestral and other local departed spirits in a séance, 1/lv per day
Geshtinanna Dreams and autumn vines, she takes turn with her brother in the underworld, returning with life and wine. She mourns the dead
1st Sleep, 2nd ESP, 3rd Wraithform, 4th Hallucinary Terrain
Saturday, 27 October 2012
Impirial Dungeoneon Engineer Corps
During one of the empires many wars, Emperor Lutipold the 23rd noticed artifacts and magic treasure could sway a war. So a siege engineer unit became the first dedicated anti dungeon excavation force. With a staff of researcher scribes, librarian and wizards as support the corp is fully equipped to destroy and strip dungeons clean.
The dungeon advisory committee selects choice targets from a list prepared by the Imperial Dungeoneers Guild. Scouts investigate the site and mark the first stakes out for the survey team. While surveyors map out the area scouts locate as many entries, air holes, chimneys, garbage shutes and any entrances. While the topmost area if possible is flattened and a wooden fort is assembled from a prefab one with a whole support town. Monster holes are trapped and troops concentrate on letting the survey get to work. War dogs and exotic trained beast are used by the corp too. One force was fond of giant ferrets.
When ready most enterances are blocked and engineers pump smoke and gas into hole. This helps find more entries and drives creatures into traps and waiting troops. Then openings are dug down and troops sent in to destroy all inhabitants. If possible the dungeon is excavated leval by leval to stripped bare. Priests and wizards advise and assist in the process. Ballistia and archers surround each exit ready to kill escapees. Sometimes they accept surrenders and send whole inhuman tribes to slavery. Some inhumans are kept by the corp as auxiliaries and inormants.
Some dungeons with say up to date evil wizards may put up more organized fights but a thousand years of dungeon open cut mining have made the corp document most tricks and behaviors. A few dungeons have withstood the corp - but ones on mountains and inaccessible places are more resistant. Some unspeakable evils were buried and sealed away untouched.
Sometimes the core press gang adventurers or local lords hand prisoners to the corp for the dirty work. In light of the Empires recent trouble and Exile Island being crawling with untouched dungeons, a division of the corp have arrived to seek war winning relics. The Barron is cooperating in hope if nicking a few relics for himself and to subjugate inhumans not under his rule.
Comparisons with open cut mines, siege war and rabbit hunting are made. Many traditional adventurers think the corp unsporting and against free enterprise. Underworld goddesses are displeased with the corp and preach dungeons are part of the natural order.
So far the corp have just begun to survey a dungeon sth of the city with 4 levels. Adventurers are welcome to apply for scout and dungeon delver positions
Any more ideas on how a civilized dungeon engineers would operate?
Kobold on a 30ft chain is the new tech replacement of a 10ft pole
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