Saturday, 8 August 2015

D100 Things found on monsters tabletops or in lairs

Have not done any dungeon trappings tables in a while. Hope to play DnD again soon possibly a new area of my setting or develop a new one or dig out a old one. Am getting some good ideas.

d10 Quick things found on monsters tabletops or in lairs
1 Light source or related materials
2 Documents
3
 Arms
4
 Armour
5 Rations

6
 Work tools
7
 Home tools
8
 Games
9
 Trinkets
10 Something nasty


D100 Things found on monsters tabletops or in lairs
01 Candles d4 1=stubs 2=single large 3=2d6 candles 4=d12 candle candelabra
02 Simple clay oil lamp and 1d6 hours of oil (not very flammable)
03 Brass household lamp
04 Tin lantern d4 1=camp lamp 2=mining helmet 3=coach lamp 4=
05 Wooden torches in bundle of 1d6, smokey if poorly ventilated
06 Elaborate smallish ornamental lamp
07 Skull used as candle holder covered in melted wax with 1d6 candles intact
08 Glowing flower of faerie realm pining for the sun 
09 Luminescent mushroom in a pot
10 Jar of glowing liquid 
11 Letter from kin d4 1=ma&pa love you 2=dishonour1 3=tragedy 4=death
12 A personal journal from some literate person could be any age
13 Map d4 1=treasure 2=local area 3=kingdom 4=indoor area 5=dungeon location
14 Trashy printed booklet from famed debauched city 
15 Scrolls in jars or tubes d4 1=legal 2=receipts 3=religious 4= propaganda
16 Soiled prints of scenes illustrating a scandalous book in envelope, possibly illegal
17 Orders from bosses d4 1=monster roster 2=secret info 3=mission 4=warning
18 Crumbling old tablets in forgotten languages
19 A popular holy book with woodblock prints and family tree written inside
20 Mystical document 1=soothsayer warning 2=prayer 3=fragment of a spell 4=cantrip
21 Knife d4 1=rusty 2=bronze 3=iron 4=steel 1in6 are ornamental
22 Dagger d4 1=rusty 2=bronze 3=iron 4=steel 1in6 are ornamental
23 Rod a 30cm-1m fighting stick d4 1=ash 2=pine 3=oak 4=yew as used by sub-bosses
24 Whip 1=horse whip 2=bullwhip 3=cat-o-nine tails 4=fail
25 Hatchet suitable for melee or throwing possibly stuck in table
26 Ammo d4 1=knives 2=shuriken 2=bolts 3-arrows 4=darts 5=sling stones 6=rocks
27 Mace d4 1=stone  2=copper 3=bronze 4=iron 5=flanged 6=morningstar
28 Improvised melee weapon d4 1=club 2=chain 3=lasso 4=big rock
29 Other melee weapon d4 1=flail, 2 battleaxe 3=spear 4=bow (various types)
30 Sword d4 1=short 2=long 3=sabre 4=executioner two handed sword
31 Shiny metal buckler as used by city duellists
32 Crude wooden tribal buckler with carved face
33 Small round wooden shield with metal boss, art and metal rim and leather
34 Crude square wooden shield with some leather  
35 A knightly target shield with family crest
36 A large kite shield good to cover horse while retreating and foe walls
37 A round shield like a hoppilite of viking style
38 Helmet d6 1=leather cap 2=iron&felt hat 3=horned cap 4=steel cap 5=knight 6=jousting
39 Curiass chest plate d4 1=leather 2=riveted linen 3=bronze 4=steel 
40 Gauntlets d4 1=leather 2=studded 3=chain 4=plate all with leather palms for grip
41 Water supply d4 1=bucket & ladel 2=small barrel & cup 3=water skin 4=jug and cup 
42 Box with seven days of dried camp biscuit made from dried hide with grains 
43 Haunch of roast meat with some bite or cut marks, not sure the species
44 A coil of sausages, smoked and preserved, just not sure what kind
45 A huge grub or bug in a jar or roasted on a stick
46 Jar of pickles d4 1=dill cucumbers 2=eggs 3=onions 4=mustard pickles of mixed veg
47 Meat on a stick d6 1=rat 2=lizard 3=rabbit 4=frog 5=human fingers 6=dog paws
48 Big bowl of groats made from grains just add water, milk or salt or berries to taste
49 Piles of unclean dishes and cups in a heap
50 Big pot of beans, reduces your sneaking chances if eaten
51 Common gardening tools like spade, shears, bucket, hoe, seeds, bulbs, pots 
52 Builders tools like measuring string, plans, charcoal, trowel, chalk, hammer, nails
53 Miners tools like helmet, lamp, pick, spade, mineral samples, acid, dustmask
54 Lumberers tools including saws, axes, ropes, steaks, hatchets, hat, bottle of syrup
55 Masons tools like hammers, chisels, ropes, cords, samples of stone, drawings
56 Hunters tools including d6 traps, butchery knives, scraper, net, line, bait, hides, horns
57 Slavers tools like chains, manacles, yoke, keys, brands, ropes, blindfolds
58 Seamen or fishermen tools like knife, ropes, line, fish, hooks, marlinspike, baling hook
59 Animal handlers tools like saddles, harnesses, hides, meat, brands, bloodline chart
60 Merchants tools like scales, weights, bags, string, bags, stamp, stencil, sign, goods 
61 Medical tools like bandages, saws, belts, thread, rags, alcohol, hammer, knives
62 Cooking tools like pots, pans, knives. kettles, herbs, spices, recipe book, leftovers
63 Torture tools like chains, thumbscrews, brands, hammers, saws, sack of rats, brazier 
64 Musical tools like drums, flutes, bagpipes, horns, lutes, pan pipes, whistle, sheet music  
65 Carpenters tools including plane, lathe, hatchet, saw, files, hand drill and wood items
66 Artist tools like easel, paint, brushes, eggs, oils, canvas, wood, stone, chisel,drawings
67 Accounting tools like a abacus, ledger, stationary, nice quill, ink, wax, I.O.U.s
68 Clothiers tools including thread, needles, loom, spinning wheel, fabric, leather, frames
69 Scribe equipment like paper, wax, quills, pen knife, stylus, clay, notebooks, books
70 Scholar tools including stacks of old books and scrolls, many in strange languages
71 A hat full of numbered balls or coloured stones used for votes, duties or bingo
72 Board game with carved figures similar to chess variant or backgammon or checkers
73 Jacks or knuckle bones or marbles or bone dice for gambling
74 Deck of cards d4 1=crude bone chits 2=tattered & old 3=hand painted 4=block printed
75 Wooden toy d4 1=spinning top 2=doll 3=moving erotic figurine 4=tow weapons for kids
76 Puppets mostly articulated wood or cloth, often include monsters and adventurers
77 Carved tiny soldier figures with fort carry case, tiny trees, paints, brushes, dice
78 Fire crackers saved for special occasion or possibly smoke or stink bombs
79 Pipes for smoking from wood, horn, clay, glass or metal with stash tin, tinderbox, stoker
80 Lab d6 1=herbalist 2=poison 3=medicine 4=drugs 5=brewery 6=distillery
81 Hunting trophy d4 1=head 2=stuffed beast 3=stuffed badly 4=ears 5=fingers 6=scalps
82 Ancestral idols including clay or wood figures or teeth used for ancestral cult
83 Small religious idol for household shrine or personal use
84 Small statuette of monster used as charm to keep monster away or just a collectible
85 Tiny pornographic figurines with lewd faces, banned but easy to sell 
86 Small strange pet restrained with leash or cage or box with some food nearby
87 Holy symbol d4 1=local cult 2=foreign cult 3=taken from good victim 4=collection of 2d6
88 Coins mostly copper of many ages and nationalities
89 Interesting hand warn stones from different areas including a fossil or fools gold
90 Odd collection d4 1=pinned insects 2=monster toenails 3=teeth 4=skulls
91 Magical lab d4 1=head shrinking 2=makes one potion 3=alchemy 4=dissections
92 Black magic ritual materials including pentacles, candles, goat skulls, mushrooms
93 Divination stuff like notebooks, charts, knives, bowls, dice, pendulums, coins, cards
94 Horrid collection d4 1=mutant babies 2=genitals 3=brains 4=baby monsters
95 Antiquarian collection of ancient tablets, idols documents and scholarly pamphlets
96 Personal shrine to a leader or someone the owner is stalking with creepy fan journal
97 Something shrunk or trapped in bottle d4 1=real ship 2=faerie 3=sorcerer 4=spirit
98 Study place of magic student with cantrip or prayer book and ritual paraphernalia
99 Strange elder idol causes nightmare and evil dreams that teach cult mysteries
100 Skeletons and fossils some incorrectly assembled with drawings and anatomy book

Saturday, 1 August 2015

Sanity, Sorcery and Super Science





Sanity, Sorcery and Super Science will be common themes in the Great Weird War campaign. Secret observer teams will enter the fortean zone in the heart of no mans land to document phenomena and see if their is any cause or intelligence behind it. While the normal war home sleeps in ignorant bliss the nightmares of those in the trenches is birthing real life horrors and weird phenomena.

Many troops experience phenomena including witnessing phantoms, feeling premonitions, seeing strange animals, religious visions. Range from personal to mass hysteria in trenches or battlefield with hundreds who experience events. Soldiers to comfort each other would tell weird stories of ghosts such as phantom Canadians, unholy dogs, angels, spectral hands, seeing the grim reaper, anachronistic troop types or strange soldiers. Will explore later.

Every power has begun to take this seriously and even exchanges with enemy have taken place. Governments hide information of anomalies and colonial clients are kept in the dark. Colonials often good recruits however. Except when those Tcho Tcho's got themselves recruited as colonial troops.

Germany leads it's allies but Austria and Turkey hold them back with religious interpretations of phenomena.

France and Briton are allies who disagree on some matters but share many case files and even cooperate frequently. Both have long established agencies. The Cabal is a semi military think tank with agents drawn from the allied powers and their colonies. The commonwealth have their own specialist Experimental Operations Command observers being sent in but they often support the more secretive Cabal.


Russia is held back by the occult loving Romanov dynasty, still in the shadow of Rasputin and Tunguska anomaly. Generally makes them a liability.  The revolutionaries prefer central European modern approach to phenomena. Some Russian factions willing to search phenomena for any weapon that can help cause. Their flawed occult theory and willingness to engage phenomena makes them dangerous. Sadly sometimes the wild Russian theories of a faction are right.

All sides have suspicions something is seriously wrong in the zone. Fortean phenomena and stranger activity has been increasing with , mostly with very little briefing. The dreams of Europe and millions of dead has created a psychic rift into a parallel universes. A dreamland of horror born from the nightmares of millions.

Possible ideas for tables
d100 Cabal recruits for the Zone
1 Sydney O’Reagan a 7 foot tall Australian galoot who is a master with his machete and drinking beer, always jolly, very willing to torture if ordered and might suggest use

d100 Paranormal apparitions
eg ghost hands, falling fish, strange sounds

d100 Great Weird War tech table

D100 Terrible letter from home

Sanity Ideas
SAN loss will obviously be important encounter possibility but vet soldiers will be used to horror. Also between sorties soldiers may get some leave home to recover sanity. Maarraige and children might result in a SAN gain but severely mad will probably moiss out on family life. Tragic or inspiring letters from home might add or subtract a d3 SAN shift. Besides those gains can be lost again if evil target your personal lives.

Veteran
(inspired by awesome CoC Green & Pleasant land book)
-1d4 SAN per year service
suffer minimum possible SAN loss from witnessing human gore or injuries
+20% extra in military skills as a bonus suitable for your service

New SAN Gains and losses:
Marry your one true love +1d6
Birth of your first child +1d4, +1 second
Adored by community +1d3
Promotion or commendation or medal+1
A month of prayer +1
Severe shelling 0/-1
Badly Tortured for at least a week -1/–d6
Discover you have been in hospital dreaming all along-1d3
Discover you were really in coma hideously burned all over -1d6
Die but resurrected somehow -1d20
Tragedy letter from home -1d3 Mom or dad died, fiance leaving you
Comforting letter from home -1d3 Your family proud of your sacrifice and prey for you

I am working on a new BRP sheet - my version has ideas for skills and bases from Ringworld and RQ3. Im going to get some sort of fatigue record and equipment page set up. One the HP/Weapons and Combat skills section will have boxes for HP with locations.

I will be running rules i have used lifted from top secret/gang busters. One slash [/] in a box is only temporary stun damage that recovers one per location per hour. A [X] is normal hurt real good like normal brp. This lets you have more fist fights and car accidents with less problems. The mook system with Morale instead of HP will be handy too.

Will use my card system booster deck

Players will have heavy military weapons so they will be deadly. Death should be quite likely for characters so a quick guide for new characters might be handy and allow players to adopt mooks on death of their PC.

Will look at Men's Sweat adventure mags also for ideas and mix with old popular mechanics tech.

My Cthulhu Metropolis setting would would be a feature linchpin dimension

Read some good fragments on war like underground military complexes - subterranean communities with own bakeries and newspapers and other services.

Of course JD has done it all before me....
http://aeonsnaugauries.blogspot.com.au/search/label/MutantFront

Weird WW1 supernatural beliefs
http://militaryhistorynow.com/2013/06/27/phantoms-in-the-trenches-historian-explores-the-supernatural-folklore-of-the-world-war-one/

Friday, 31 July 2015

d100 Strange encounters in or under no man’s land

d10 Quick strange encounters in and under no mans land
1 Madmen
2 Undead
3 Supernatural
4 Black Science 
5 Dimensional
6 Lost Race
7 Formless Horrors
8 Future Tech
9 Mystery Men
10 Mythic Entities


d100 Strange encounters in or under no man’s land1 Criminals (civilian or military) searching for loot opportunities
2 Madman berserker hiding in darkness
3 Crazed cannibals gnawing on rotten corpses
4 Robed cultists with prisoners
5 Robed cult assassins out to kill meddling intruders
6 Cult mercenary kill team in uniform led by robed cult masters
7 Lost soldiers totally spooked and wary
8 Sappers and trench fighters who have broken through into strange tunnels
9 Ill soldier carrying contagious disease like bubonic plague
10 Enemy explorers looking for weirdness
11 Skeletal soldiers make bayonet charge
12 Zombie soldiers risen from no man’s land graves
13 Reanimated insane troops from Herbert Wests Formula
14 Phantom troops marching eerily, immune to normal bullets
15 Spectral horde of insane gibbering madmen
16 Ghost seeks fresh flesh to inhabit so it can methodically murder more men 
17 Franken-soldiers made up from sewn together corpses made by black science
18 Black mould encrusted grinning ghouls joyfully screaming with hunger
19 A horrid wraith of evil darkness leading reanimated corpses of those it has eaten the souls of
20 Vampire officer leading thralls on a mission 
21 Powerful robed cult sorcerer will use spells or summoning
22 Naked witches having a ceremony
23 Werewolf soldiers hunting for intruders will change if shot
24 Ancient insane golem wandering underworld
25 Gargoyles from ancient catacombs guarding tunnel
26 Cave trolls or ogres or giants from Jotunland called by wizards to eat intruders
27 Dark elves that shape shift into soldiers of either side
28 Horde of goblins cackling insanely
29 Doppelganger spirits in form of d4 1=dead friends 2=living friends 3=family 4=superior officers
30 Summoned demon enjoying the hell on earth conditions
31 Dinosaurs summoned by time warp
32 Special trained and bred apes with military uniforms and kit
33 Anachronistic troops from long past battle charge
34 Rossum’s Universal Robotics corporation synthetic infantrymen
35 Dr Moreau made beast men in uniform on savage killing spree
36 Cyborg troops with mechanical body parts and armour, often controlled
37 Cyborg zombie troops reanimated by mechanical means
38 Superhuman soldier made in black lab destroying his enemies horribly
37 Tentacled Martians with heat ray projector seeking answers to strange phenomenon and human blood
38 Large automaton with two legs or tracks or tripod legs, with death ray
39 Mechanical spider with machine guns or heat ray
40 Temporal or dimensional gate way sucking in anything nearby
41 Effects like a Tillenghast Resonator, Visible otherworldly horrors from beyond
42 Superhuman adventurer attracted her by cult trail of clues and plot
43 Superhuman possessed by being from overspace, hostile arrogant claims godhood
44 Shoggoth feeding on corpses in between tunnel expansion chores
45 Dimensional shamblers walk through the walls to devour and steal away mortals
46 Odd men actually fungal lobster like alien beings from Yuggoth
47 Strange man looking for something actually possessed by time traveling member of the great race
48 Black liquid horror guarding tunnel for lord Tsathogua
49 White lumpy undead figures inscribing a glowing yellow sign
50 The god Nyarlathotep in form of the black beast, a clawed shadow demon unharmed by ordinary weapons
51 Morlocks hunting for human flesh
52 Serpent men sorcerers (possibly in human form) looking for ape dupes to fight enemies
53 Degenerate albino reptile men looking for food
54 Derro a race of psychic evil dwarfs assembling a hate ray broadcast antenna to spread war and terror
55 Hyperborean’s or Atlantean’s or Lemurian’s visit surface world to assess humanities growing weakness
56 Fish men hybrids disguised in uniform perform ritual to use sacrifices of war to revive the corpse city of Cthulhu
57 Tcho Tcho troops in colonial native uniform, deserted to perform horrible ritual
58 Mole men have heard thunder from from the surface and want to know what evils surface folk up to
59 Reptilian guardians protecting cryovault with dinosaur pets
60 Psionic grey skinned aliens using illusions of humanity to explore area
61 Hideous tentacle mutants, obsessed with food and sex, contaminative taint infects victims
62 A cultist has used formula to become a psuedo-shoggoth  horror but will attempt to pretend to be human a bit
63 A patchwork fleshy horror creature is collecting and rebuilding corpses into new monsters
64 Giant worm thing burrowing beneath erupts to eat men
65 Psionic giant land squid uses powers of illusion to attract victims
66 Psionic giant land squid bursts tentacles through the walls and try and snatch someone
67 A huge slimy mass of giant eggs or larvae will hatch into a strange swarm
68 A gigantic gelatinous mass of a creature fell from the sky like a weather balloon
69 A amorphous bobbling mass of no man’s land comes to life spawning creatures, mutagenic spores, mass growing
70 A invisible amorphous tentacled horror roams no mans land by night killing men for food
71 Aerial armoured dreadnauts rain hellfire of shells from above
72 Paratroopers and gas rain down from aerial dreadnauts in heavens
73 Troops with sealed suits and respirators transporting and spraying germ weapons
74 Mole machine bursts through ground and heavily armed and armoured sapper troops pour out
75 Mechanized combat suit or walker with heavy weapons
76 One man mini tank with machinegun, improved ones implanted with a human brain and a mechanical voice box
77 Streamlined deco tanks glide over area effortlessly
78 Rocket men soldiers with jetpacks and helmets, each with radio and low light goggles
79 Land leviathan tank, a mobile fortress or land ship spewing out troops and shells
80 Heavily armoured and armed troops with respirators lumber about clumsily seeking enemy
81 Cloaked and masked superspy with secret weapon skulking about, possibly in disguise
82 Masked psionic mystery person on some mission uses two pistols
83 Arrogant strange person in armoured black suit with web spinnerets and winches
84 Strange man with trench coat and protective magic crystal in hand seeking cause of anomalies
85 Intelligent bullet proof robot with boy sidekick come to lend hand to the cause
86 A flag man, dressed in colourful national hero costume for patriotic splendour with honorary rank
87 A famous stage magician and master of the occult
88 Agent X fights in a black flight suit with a gas mask and trick gadgets
89 Man of Gold, a superior man with awesome powers including flights
90 The “Professor” a strange eccentric genius respected by the establishment with civilian and military assistants
91 Angelic warrior woman fighting enemy and saving almost doomed allies
92 Prehistoric lord of the hunt and underworld with pack come to signal doom
93 Skeletal reaper leading soldiers away glances at you then vanishes
94 Dragon awakened by artillery  enraged and confused
95 Disappointed mythical god of past come to witness human kinds  failure
96 Devil dogs seen in dark howling for victims souls  keep everyone awake
97 Wotan (or something) in divine vision offers you power now and a short heroic life for victory
98 Weird shapeshifting telepathic grey Martian from parallel dimension has been adopted by one of the powers
99 Liogor entities feeding on psionic energy of war and channelling in hopes of restoring lost continent and god
100 Old spirits of underground like gnomes and kobolds or pixies secretly sabotaging human equipment

d100 No-Mans Land Encounters
























Ok so front of house fell off and electricity down possibly helped my imagination. Didn't get my job but they offered to train me in being interviewed. So got my copy of Petty gods  - awesome and thanks to everyone - one of my fave game books already. Did spot typo and a editorial flaw that got bit about Pazzuzu mixed up with his dad. But over all awesome. Got set of Zombie zoo animals to work at 1/72 as animals. A cheap toy blister pack of birds and sea creatures but no 1/72 octopus i can give spare weapons to yet. Now can envisage packs of dogs, lions and other beasties attacking party better. Kinda slightly crude so could be giant rats or lotsa stuff. Lotsa Chimp and gorillas are cool but the polar bear more like a black or smaller brown bear. I might consider modifying toy plastic. Toys on hold for a bit but might try to resolve problems with  drive through rpg . More (early) ww1 Germans and Russian knights coming.

I have more like this coming


d10 Quick No-Man’s Land Encounters 1 Hazards
2 Wounded and lost
3 Soldiers with dirty jobs
4 Fur and feathers
5 Broken men
6 Every day in no man’s land
7 Witness war’s fury
8 Artillery
9 Infantry attacking
10 Vehicles

d100  No-Man’s Land Encounters
1 Minefield
2 Barbed wire
3 Concealed pit
4 Unexploded shell
5 Unexploded gas shell
6 Trip line with grenades or mines
7 Concealed spike filled pit
8 Exposure to horrible illness
9 Slippery mud filled crater
10 Horrible stinking miasma of rotten flesh makes everyone choke
11 Wounded soldier struggling for help in muddy crater screaming
12 Party of medics trying to recover wounded
13 Wounded lost soldiers in hiding burst out of cover for desperate attack
14 Blind soldier crying for help
15 Mule with wounded man on back
16 Wounded men of opposite sides helping each other walk
17 Mortar team sneaking up to drop explosives on enemy positions 
18 Medic running carrying wounded man 
19 Weeping shell shocked enemy trooper
20 Horribly burned victim of flame thrower or gas
21 Observer in concealed position reporting via signals or phone line
22 Team laying phone line for observers
23 Men burying land mines
24 Men laying barbed wire
25 Men digging observation trench
26 Forward observers with binoculars creeping towards enemy lines
27 Men digging up land mines
28 Men cutting barbed wire
29 Foot messengers running for lives
30 Lost sapper escaped collapsing tunnel
31 Wounded messenger pigeon
32 Lost dog of either side with satchel of papers
33 Aggressive enemy dog charges from a crater
34 Lost horse panicked and run away still wearing gas mask
35 Dead observer with cage of pigeons
36 Desperate rats swarm from collapse trench
37 Thousands of ticks and fleas
38 Water filled trenches filled with leeches
39 Lost animal mascot with unit insignia on coat (goat, pig, rat, cat, dog)
40 War dog wagging tail, human face (or other bits) in teeth
41 Man hitting a huge unexploded shell with his entrenching tool 
42 Madman hiding under mud leaps up with live grenade 
43 Soldier tired of it all walking into mine field
44 Madman spotted eating human corpse
45 Madman with entrenching tool hiding under rubble  
46 Crazed officer stabbing or flogging corpses yelling orders 
47 Madman calling for angels to come back and save him
48 Lone lost madman singing loudly ignoring everything around him 
49 Naked man in waking trance, no idea where he is
50 Man hanging in barbed wire like marionette, seems perfectly happy
51 Deserter running in fear 
52 Lost enemy troops surrender
53 Men attempting to loot remains of building
54 Men looting corpses for a cheap gain
55 Officer chasing and shooting at fleeing men 
56 Men disembowelling officer 
57 Men marching into no-man’s land
58 Man with trousers down taking a dump
59 Men resting with rations and drinking from canteens
60 Officer executing trooper with pistol
61 Man in enemy officer uniform insists he is allied spy, needs help getting to your lines
62 See fighter plane gun down men crossing no man’s land
63 See flamethrower attack on trenches and hear men screaming
64 See men working on broken tank
65 See tunnel collapse and sappers squirm out of earth in panic
66 Witness clouds of gas surprise soldiers, many fall screaming and coughing
67 Witness men machine gunned down by hidden soldiers with bipod machinegun
68 See and hear huge explosion from sappers using explosives under enemy
69 See dogfight between fighters
70 See airship or balloon shot down
71 Mortar fire nearby
72 Near miss artillery
74 Near  miss artillery shell blasts mud and rubble everywhere
75 Near miss artillery shell blasts mud and chunks of long buried flesh everywhere
76 Near miss incendiary shell covers area in burning chemicals and smoke
77 Poison gas shells explode chokes area with fumes
78 Smoke shells drown area in smoke
79 Flares illuminate area making it easier to spot targets
80 Continual shellfire drowns out all noise driving men into shelter
81 Sniper in hidden position
82 Wounded soldier in hiding lobs a grenade
83 Trench fighting team skulking about for weak spot to raid
84 Charging squads of men assaulting enemy lines
85 Hidden machinegun nest position
86 Team with rifle grenades fire a volley
87 Flamethrower team with support squad moving to raid enemy bunker
88 Retreating men run back to own lines with wounded
89 Both sides fix bayonets and charge to the death
90 Men locked in close quarter combat
91 Fighter plane strafes area with machine guns
92 Bomber or air ship drops bomb or gas
93 Spotter balloon reports party position to lines
95 Female tank (machine guns only) with infantry
96 Male tank  (artillery and machineguns) with infantry squad
97 Trapped tank with desperate crew
98 Major tank offensive with tanks on both sides
99 Burning tank with screaming crew trapped inside
100 Crashed fighter plane possibly with living pilot    

Wednesday, 29 July 2015

d100 Whats in that hole in no-man's land?




D10 hole entry
1 Partially collapsed entrance visible
2 Artillery shell crater left exposed entry
3 Visible under rubble heap and mud
4 Gaping pit into the earth
5 Old padlocked wooden door covered on mud
5 Semi exposed concrete plug or metal lid
6 Entry through cellar of blasted house foundation
7 Collapsed tunnel formed entryway
8 Shaft with a rope or crumbling ladder
9 Locked metal grill with shaft and steel ladder
10 A large air vent partially hidden by rocks

d10 Quick Weird Holes Under No Man’s Land 

1 Military tunnels
2 Subterranean waterway
3 Caverns and natural tunnels
4 Hazardous tunnel complexes
5 Agricultural and industrial
6 Religious structures
7 Mining and rail tunnels
8 Sappers tunnels
9 Strange maddening tunnels
10 Inhuman horror lairs

D100 Weird Holes Under No Man’s Land

1 Collapsed and abandoned trench, now partially buried
2 Trenches with complex of shelters and tunnels
3 Collapsed entrance into abandoned sappers tunnel
4 Concealed observers trench
5 Huge complex of underground barracks
6 Collapsed tunnel into abandoned bunker
7 Emergency military hospital abandoned
8 Artillery and bomb shelter abandoned
9 Ammo dump possibly from previous war
10 Storage with goods and vehicles
11 Old creek bed with entry into drain
12 Sinkhole collapsed into cave system
13 Cistern complex of underground water ways
14 Underground canal for transport
15 Underground stream connected to several well shafts
16 Entry into old sewer system still stinking
17 Collapsed and abandoned trench, now partially flooded
18 Drainage pipes crossing the area, some partially flooded in mud
19 Flooded old bunker system full of decay
20 Flooded industrial basement with factory machinery
21 Old creek bed with entry into cave
22 Huge crude animal burrow like a badgers but bigger
23 Stone age tunnels connected to natural caves
24 Prehistoric tomb cave with bones of man and beast
25 Prehistoric stone age art gallery
26 Tunnel like complex in masses of tree roots
27 Corpse choked tunnels full of war debris carried here by water
28 Slime covered tunnels dripping with mucous of uncertain origin
29 Mud covered tunnels of uncertain origin
30 Ancient grotto complex with spring
31 Tunnels made by criminal and smugglers, possibly flooded
32 Tunnels used by revolutionaries with printing press
33 Old vault used for storage with solid metal locked chambers
34 Stores of documents from state or business
35 Stores of leaking chemical weapons
36 Service tunnels and sealed basement of sanatorium with cells
37 Service tunnels and sealed basement of prison
38 Basement laboratories abandoned
38 Basement funeral home or morgue with stacks of coffins and crematorium
40 Tunnel complex full of graffiti and possibly insane deserters
41 Cold store tunnels with decayed fruit and vegetables, straw and ice
42 Wine cellar complex with huge storage tunnels
43 Cheese cellar storage tunnels
44 Underground smokehouse with thousands of abandoned carcases on hooks
45 Ice storage tunnels with plant room and remains of straw packed ice
46 Coal tunnels where coal delivered with light rail system to local basements
47 Steam plant basement with remnants of industrial boilers
48 Root cellars with stores of rotten potatoes and turnips
49 Mushroom filled tunnels former storage tunnels
50 Boiler room of industrial complex
51 Catacombs with buried Christians from middle ages
52 Basement complex beneath destroyed church complex
53 Tunnel through graveyard connecting crypts, filled with grave debris
54 Ancient grotto with remains of hermits home
55 Ancient grotto with remains of pagan temple
56 Complex of ancient tunnels more recently used by secretive cult as temple
57 Ancient vaults of religious documents, artworks and relics hidden long ago
58 Storage vaults of artworks, relics from around the world and stuffed animals
59 Subterranean masonic or secret society lodge with temple and library
60 Tunnel complex more recently used by several serial killers or cultists
61 Rail tunnels with service structures and workmen’s shelter
62 Underground train station
63 Pre modern mine tunnels, cramped and crumbling
64 Modern mine tunnel with rails and solid construction
65 Workshop and maintenance tunnels
66 Tunnels under construction with workers housing and rail tracks
67 Old coal seam with remains of old mining equipment
68 Major drain system with oil and gas lines
69 Garbage strewn old mine used as trash pits
70 Ancient mine system with zombie miners
71 Sappers tunnels with live demolition charges and mines ready to blow
72 Sappers tunnels with miners at work (pick a side)
73 Sappers tunnel with kill teams of soldiers battling
74 Sappers tunnels full of bad air and gas
75 Sappers tunnels abandoned choked in mud
76 Sappers tunnels riddled with corpses and abandoned
78 Sappers tunnels with crazed deserter dwellings
79 Sappers tunnels with remains of barracks and graffiti
80 Sappers tunnels abandoned part flooded sandy soil
81 Complex actively operated by cultists with sacrificial victims in prison
82 Deserters of several nations madly believing they can build a new civilization here
83 Sappers tunnel crawling with zombies
84 Madmen deserters turned cannibals and starting to develop ghoulish features
85 Tunnels with dwellings of feral children, possibly cannibals
86 Remains of Roman tunnels with zombie legionnaires
87 Tunnel tapped into plague era graves, rotting medieval zombies
88 Tunnel tapped into Napoleonic era graves with war ravaged zombies
89 Madmen cultists of both sides gathered to look for some secret in tunnels
90 Strange cave complex with anachronistic relics and zombies of various time periods
91 Ghoul tunnel complex connected to former graveyards
92 Dank dripping tunnels of fish men and temple complex
93 Ancient tunnels smelling of reptilians, hidden serpent men with dinosaurs cryo-vault
94 Muddy tunnel and anachronistic basement complex with squealing pig men
95 Ancient ghoul tunnels connected to prehistoric burial mounds, speak pre modern language
96 Degenerate morlocks, tunnels littered with bones and battlefield debris
97 Non human ruins with strange geometry, husks of ancient lost race
98 Ancient tunnel complex with slumbering god in statue form and degenerate worshipers
99 Hideous rat men and collections of stinking human remains
100 Weird mist shrouded tunnels with exits in other times and worlds

D10 Anachronism eras
1 Prehuman age of monsters or dinosaurs
2 Ice age tribes
3 Roman occupation
4 Charlemagne era
5 French revolution
6 Napoleonic war
7 Franco-Prussian war
8 WW2
9 Late 20thC
10 Post apocalypse future



Saturday, 25 July 2015

Designing the perfect Retropunktechpulp genre Setting


I have a few more road war and ww1 and Retropunktechpulp tables to get out shortly plus d100 village idiots. 
I considered doing separate d100 teens for fantasy and cyber/supers/SF stuff.

Work hours cut so more relaxed and writing and some other projects - art for local game con, invited to a art fair and Paste Modernism 4 and a bit of effort getting more teaching work by writing a paragraph. Had interview for my job. Have two con games to do. Sorting room out and chucking every not quite working appliance. Will get some zine stuff done too.


Game Stuff
I wanna merge multiple ideas into a single setting but i don't think i could fit all into one world. Reading others debate about mars setting  at Timothy Brannan got me
 thinking more about this. Has been combing over silmilar territory in retro pulp. I must get the new Hollow earth stuff he has been reviewing.

I could pick and mix sources, stealing from the best into a coherent setting.

I could cram everything into one setting like Kim Newman novel or Alan Moore's league of extraordinary gentleman.

Or have a cluster of interrelated planes with overlapping content for a ultimate sandbox.

I could imagine multiple mars in different dimensions all linked and on some mars is lifeless and barren with only a trace atmosphere. Others have advanced civilisations of humans or aliens.

Inspired by fantasy mars settings talk i was reminded how could i choose just one of the awesome mars settings or fictions from comics, fiction and film. If I shove in everything might be ugly or hard work. I like all the human stuff in Space 1889 but not so keen on Martians (But do like Venus with swampy dinosaurs) and the moon (HG Wells first men in the moon). Id have fight over so many good mars settings - some tough choices.

Time Wars
So the setting I'm working on will be a cluster of realities between 1890 (steam) to 1930 but also with future like 1980 or 2020 as envisaged by SF writers of that period. I wanna do a steam and deco punk pulp setting with the flexibility of multiple realities, multiple emanations of time streams in a multiverse....

Besides influences from the above mentioned writers I will be drawing from the following. Steampunk of Micheal Moorcock (Oswald Bastable and Rituals of Infinity). 2nd DrWho Patrick Troughton Wargames Story in 1960s. and the Luther Arkwright comics (now with a RQ rulebook which will help - also this series very very 
Micheal Moorcock and is basically Moorcock's Rituals of Infinity).
.
The point of the last batch of references is they have the multiple realities and a strong story. 
Oswald Bastable books have great realities that are probably more horrible than most of genre. Oswald witnesses worlds at war and he knows wherever he goes he will witness that worlds first atomic detonation in a war. He is a bit too doomed for most RPGs. Rituals of Infinity features a agency aware of a few dozen parallel worlds with a force using psychically blank android/clone troops and agents to accelerate destruction of parallels. Luther Arkwright clearly uses this and other Moorcock ideas like Jerry Cornelius. Arkwright as a more detailed good and evil organisation, psionics and more. A little bit of Invisibles by grant Morrison might creep in(especially the 20s version of the team). TORG rpg has some nice ideas too. Dr Who wargames episode seems to be set in WW1 but really a time machine using race are stealing human soldiers to create a slave warrior race to conquer the universe. Other Dr who ideas might creep in. The main thing about these sources is time/plane travel will happen and their are multiversal threats like cthulhu mythos, dimensional warlords, and android disruptors spreading chaos.

Initially will be WW1 setting. I want to have it start historical with some biplane, tank and trench fights then have party sent into no-mans land to scout strange phenomena. This will keep up a bit and war will grow weirder. With divergent missions more pulp missions and plane shifting. Other time travel plausible too and will let me use miniatures from all time periods. Initially will be working (unknowingly) for a agency like the Laundry novels (Charles Stross) and Diogenes Club (Kim Newman). Later will hook up with multi planar agency - will be more planar factions introduced. The most dangerous reality travellers would be super heroes with inbuilt powers. Technology is more difficult to plane shift and has issues with local reality laws. Of course greys, evil germans and zombies will need a good thrashing or needle gunning.


I'm going to run this next year with a few teasers and a con one off this year.

Once gets into final form I can possibly keep it going for a long time and get very weird. Possibly drop in and new players can be kept ignorant of mega plot.

Psionics

Ideas include all your basic stuff plus this:

Plane Shifting - essential for metatemporal agents for good and evil

Incarnation Shifting - plane and time travel with new bodies embedded in local time space, temporarily merge with local self who might not remember much

Astral Travel - variants could send spirit to other times/spaces and possess a local body

Reality Stabiliser - stop meta-temporal anachronistic tech from working in non native local reality template. Or might allow tech to work if local laws more chaotic (magical)

Reality Harmoniser - can shift tech, magic and anachronistic tech without infringing on local laws

Reality Chameleon - blend into local reality and fit in, absorb local every day knowledge from planetary overmind. Advanced masters can change clothes and tools

Reality Warp - let chaos in and local reality matrix fractures and bad weird stuff happens. Might summon otherworlders like a elemental or demon. Often creates a vacuum or gust of air if pressure of other planes different and possibly light. Preferred power for madmen

Tongues - absorb and communicate in local language from local collective consciousness - might not work if no intelligence about

Planar Scan - find gates, sense dimensional dematerialisation's, sense dimensional instability or travel or weak points. Some entities can harm you if you percieve them

Self Resurrection - if killed or destroyed new body forms amid elements of nature over time, often more like a parallel self than a continuous selfhood. Some forms are a bit creepy like reborn as a baby and rapidly grow to adulthood. Some use as a extreme form of plane travel.

Incarnation communion - can talk with other selves on other planes for information or sending planar messengers

Planar Communion - can speak to entities from other planes, most stick to one and form a relationship. May entities are jerks who want you to summon them or release into our world, others just alien horrors.

Summon Incarnation - call for a parallel self to rescue you, might be same each time, might replace you in their position with skills to escape their peril. If one of you die the ripples effect all of your incarnations and you could tell if someone was hunting and killing your other selves.

Summon Entity - most stick to one entity type per time you take power. You call being or beings who appear rapidly and you can banish them with resistance roll. You have no power over them but may bargain with them. Offering to send home most common bargain. Many call on things from beyond that are horrible. Devils, angels, greys, elves, mythos entities, elementals, demonic gods, aliens, dinosaurs, insectoids

Some planes and powers

Inter planar tech like gates, suits, monoliths, multidimensional vehicles or the "black boxes" used by many cheap and dodgy shifters (who gave it to them?) may not work in some realities or dimensional zones. Psionics are most versatile but even they might have difficulty in some planes stranding the mentalist meta-temporal explorer. Who'd have thought esp might not work on some planes, gosh! Magic from high sorcery to divine evocation to occult lore can be handy for realm hopping. Magic dependent on communing with other planes or planar entities changes every plane. You can get to a world and be stranded as your plane shifting means might conflict with local axioms and you wont be able to return the same way. One of the crappier situations is a plane ruled by gods (Or a god machine) who can interdict travellers from passing. Forcing you to ask them for help or or forcing you to kill or bypass them.

Hyperspace - a inter dimensional medium tapped by interstellar travel and other ultratech engineers uses, takes a thousand years to go from FTL to teleporting to forcefields, anti gravity, dimensional tech. Occasional wreckage, space mines or lost space prison found. Some entities with and without bodies. Hyperspace corridors can be built at mid hyperspace era tech but oftn lower tech civilizations find old trails that make hyperspace travel safer and usable by less advanced civilizations. Gates are an alternate more secure system because they can also block unwelcome non gate using visitors by interdicting FTL travel drives. Very advanced surround ship in warpspace bubble and seem to travel and perceive universe better than entering hyperspace

The Void - quite possibly a misty quasispace with a atmosphere that supports life somehow, possibly inside a multi dimensional being. Has some inhabitants. Possibly used by ancient cultists for travel. Pretty creepy, makes everyone seem drained

Etherspace - other planar space overlaps with interplanetary space and used for in system trips in conjunction with a 
Phlogiston drive for reaction that pushes against the ether

Astral Space - mental planes of existence, the medium of ghosts, spirits, shamans, occultists and source of ectoplasm

Time Vortex - for time travel but look out for chronovores or time travellers

Overspace - ultra high density plane of mass, energy and mentality without time. Things from that zone tend to explode a human if they possess one. Summing or communion using chimes and other sounds ike chanting helps call them. Any contact increases air pressure and causes blood noses and hemorrhaging in exposed body parts like eyes, makes ears pop painfully. Entities may swallow you to prevent you being crushed or exploded if taken to overspace. Best avoided really

Subatomic planes - are accessible by scaling down through reality and vice versa (shrinking or growing)

Hollow World - not really inside earth a manufactured artifact pocket universe outside of time and full of remnants of strange lost and extinct things and lost civilizations. Possible many gates deep in the earth used by ancients to flee worlds

Mythical and Fictional possible - Mythical have gods fictional somehow based on books or published or broadcast fiction.

Things from Beyond - Some entities can harm you if you perceive them. Possibly entering our world through your perception of them. These planes are frightfully close and influence on us according to unfathomable cosmic cycles. Some say hyperspace travel drawing them closer as mass of universe changes


Other Stuff
I will be able to use my Cthulhu-Metropolis  and some of my other settings again.

I will use my card system using playing cards and my BRP
Must feature villain and seconds and henchmen
Making waves in a plane like overthrowing a state or introducing anachronism can attract trouble from many weird things. 

Tuesday, 21 July 2015

The Village Idiot - A bardic varient



"A dunce is an idiot who is specifically incapable of learning. An idiot differs from a fool (who is unwise) and an ignoramus (who is uneducated/an ignorant), neither of which refers to someone with low intelligence"

"The village idiot in strict terms is a person locally known for ignorance or stupidity, but is also a common term for a stereotypically silly or nonsensical person. The term is also used as a stereotype of the mentally disabled. It has also been applied as an epithet for an unrealistically optimistic or naive individual."


A village idiot is a specialty bard - many less dumb than they look. Some have fools wisdom. If your village does not have one you are unlucky. In big towns and cities they are everywhere begging on street or in carnivals or bars. Many are deformed or have a crippling injury or madness or other disability. A great dumpstat class for sub normal roll characters - the class gate keepers don't care.

Some people fake being idiots they are actually thieves or opportunistic rogues trying to use the wholesome image real idiots have fought for over the aeons. 

Idiots don't use instruments on the whole. A few like drums a flute or a rattle or lute. They perform clowning routines like funny dances, buttock slapping, pratfalls, funny faces and more. They cheer on companions and distract enemies. Some make all actions look accidental and act foolish. Often they are competent medics and drag wounded away to care for in battle. 

Idiots are very popular and even monsters like some entertainment. Idiots earn their keep in donations, are allowed to sleep in stables and receive all kinds of goods and services. It is lucky to help a idiot, the gods like those who care for idiots. Idiots make great scouts as most enemies will capture them and not think idiots able to escape.

Idiots may know interesting things and people talk freely near them. Idiots may learn things ordinary people would never think of. Even animals think twice before eating or fearing a good idiot. Some idiots keep pets and a may have a foolish notion of a what a good pet mght be. Owlbears or giant leeches are bad pets to most people. To a idiot an owlbear might be a cuddly buddy who shares his hole.

Idiots of different areas may compete in contests and a local idiot might be challenged for the territory by a newcomer or a local rival. Most villages don't need more than one idiot. In the city every tavern might have a drunken idiot who gets free drinks for the company. Idiots known to act evil are driven away and end up living in dungeons or serving evil wizards.
I will do a d100 village idiots if I'm not drowned out in outrage

Idiot Stats:

CHA is the most important. CHA is often more from being a adorable simpleton than ordinary attractiveness. DEX and INT are handy. STR and CON more popular than with bards. Surprisingly many idiots have high WIS with good instincts. Your other stats might help decide what spell list to use.

Idiot Abilities:

Idiots use standard abilities of bard except use gesture and body movements not verbal or musical as per normal bard. They may make strange noises and say foolish things but the ability is based on seeing the idiot not hearing them.

Idiot Skills:
Clowning, Climbing, Juggling, Muscle, Tumbling, Dancing, Acrobatics, Balance, Fast Talk, Ventriloquism, Swinging, Voice Mimic, Escapology, Survival, Run Away, Disguise, Sleight, Listen, Streetwise, Shadowing, First Aid, Sleight of hand, Sneak, Hide, Healing, Herbalism, Song Lore, Kingdom Lore, Gossip, Judgement, Train (Animal), Animal Handling, Jump, Leaping, Wallrunning. Idiots may learn any knowledge skills. Idiots might make some things seem easy and might have speciality skills like numeracy or heraldry making idiots protected by local leaders.

Idiot Weapons
Idiots mostly inoffensive looking arms. Most carry club, rock, staff, dart, knife, dagger, short sword, hand axe, hammer, maul, javelin, blowpipe, net, mancatcher, whip, lasso, maul, flail, sling. Some learn unarmed combat and excel at brawling and wrestling. Many wont trust a fool with a weapon and looking harmless and amusing is useful. Many stick to one simple weapon honed to a martial artist excellence. Prefer not getting hurt but willing to keep back or run. Only wear light armour and don't use shields. Willing to learn defencive moves.

Idiot Spells

A beginning idiot knows a zero level spell or cantrip and eventually will cast spells but not as well as core classes. Spells per day same as an elf or bard, spell lists chosen from these. Idiots often acquire magic skills to work in spells in secret.

Holy idiots use priestly spells often deal direct to local priests CHA WIS
Wild idiots use druid spells have a burrow and lots of pets
  CHA CON
Sage idiots use wizard magic often from fragments of spellbooks
 CHA INT
Mystic Idiots use sorcery from pacts with other planar beings CHA
Spiritualist idiots use mentalism the powers of the mind CHA WIS INT

Im keeping it all rule light so can be adapted to various systems
Might do something more detailed

Saturday, 18 July 2015

Weird War 1 - No Mans Land Scenery

So I'm still getting my Weird War One setting on the move. Plan is to start early in war on historic timeline then increasingly run off  the rails. Either go into gonzo steam/deco-punk setting with pulp adventure on side or keep it gritty horror restricting weird stuff to beneath the no-mans land in a collective nightmare of sappers and trench fighters. Considering starting players as pilots.

I have 1/72 scale french, german and british tanks, infantry and a few aircraft. I would like to see some vehicle and infantry battles as scenery.

So to start here is some basic scenery for no-mans land.

d100 WW1 No-Man's Land Scenery
01 Barbed wire
02 Landmines
03 Blasted remains of trees
04 Sandbags
05 Water filled craters
06 Abandoned or collapsed trenches
07 Unexploded shell
08 Mud pit
09 Crumbling walls
10 Gas cloud
11 Wounded man
12 Freshly dead soldiers
13 Rotten corpses
14 Skeletal remains
15 Chunks of human flesh
16 Dead horse
17 Shattered waggon with broken wheels
18 Snipers or scouts hidden observation post
19 Remains of telephone line
20 Rat swarm
21 Ravens or crows picking corpses
22 Gas masks
23 Broken lamp
24 Wrecked automobile or truck or farm machinery
25 Wrecked tank or armoured car
26 Wire cutters
27 Wheel tracks in mud
28 Footprints in mud
29 Water filled pit
30 Battered helmet
31 Charred corpses
32 Ammo in crate or belt
33 Field pack
34 Entrenching tool
35 Home made trench weapon
36 Bayonet 
37 Train tracks
38 Blasted remains of pillbox bunker
39 Remains of wooden fence
40 Concealed entrance to tunnel
41 Fake tree with periscope
42 Piles of spent ammo
43 Spool of barbed wire
44 Severed human head or limb
45 Dead officer with document pouch
46 Shattered rifle
47 Broken shovel or pick
48 Wrecked aircraft
49 Old quarry
50 Ruined farmhouse
51 Creek flowing through wasteland 
52 Explosives in crate abandoned
53 Heavy manhole lid covering entry to sewers or cistern
54 Foundations of building
55 Collapsed tunnel entry
56 Caltrops
57 Spike filled hidden pit
58 Abandoned grenade
59 Grenade trap with trip wire
60 Piles of empty bottles
61 Piles of empty tins and rations
62 Shattered remains of concrete bunker
63 Partially hidden observers shack
64 Remains of observation balloon
65 Remains or tunnellers respirator
66 Smoke cloud
67 Burning wreckage or building
68 Collapsed tunnel
69 Huge crater with fragments of dead
70 Dead messenger pigeon
71 Abandoned long coat
72 Soldiers boot 1in4 has foot inside
73 Abandoned canteen of water
74 Half eaten ration pack
75 Hole into semi collapsed basement
76 Half berried train tunnel
77 Stray puppy or kitten
78 Dozens of blasted tree stumps
79 Dead dog with gasmask
80 Cowering soldier in hole shell shocked
81 Notebook of drawings and poetry
82 Graffiti covered crumbling wall
83 Dripping pit into old drain system
84 Shattered remains of train carriage
85 Crude graves
86 Crudely made sign or memorial half buried in mud
87 Empty gas shells
88 Dogtags hanging from wooden post
89 Remains of old bridge
90 Battered old pot or bucket
91 Broken of crude hand made ladder
92 Bits of old field kitchen
93 Man trapped in mud begging for help
94 Toxic chemical filled crater
95 Crater semi exposing buried bodies
96 Mounds of loose earth from explosion with battlefield debris mixed in
97 Fragments of a old road mostly buried
98 Large fragment of wooden structure usable as cover
99 Water filled pit, partly hidden, filed with rotten dead men
100 Mostly collapsed old trench line with long forgotten dead bodies half buried