Monday, 6 August 2018

Village & Town Generators In The Elder Wastes















Eldritch Age Setting Stuff So Far

Intro
Strange Wizard Missions
Remnants of Lost Empires
Races of the Monster Empire

Wizard Wars 1 Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure

Barbarian clans & decor + races and men of the wastes
City State Generators
Research Methods of Bad Wizards
Spell Complainants for Bad Wizards

Defences suggested by JD from last post
Obviously the bigger the settlement the more of these they have
Its ok to have all of them in a big settlement

d10 Defences for Small Community
1 Trenches

2 Moat works
3 Wall ten foot high
4 Large Gate
5 Militia of all able bodied men
6 Everyone trained in slings 
7 Guard dogs
8 Guard geese
9 Watch tower
10 Signal fires to call help

d20 Defences for City
1 Trenches

2 Moat works
3 Wall twenty foot high with walkways
4 Mighty gatehouse
5 Militia of all able bodied men
6 Everyone trained in slings 
7 Archery corp
8 Chariot corp
9 Spear and phalanx corp
10 Heavy Infantry in armour
11 War hounds and guard dogs
12 Geese by all entrances
13 Mediated magic wielder
14 Fortified inner ward
15 Secret tunnels
16 Garrison
17 Armoury
18 Parade Ground
19 Watch towers
20
 Fortress

The further from civilisation the more likely you will find non human villages and camps. Beastmen and cavemen are among the most common plus demi humans. I might need separate tables for them.

d12 Village Culture & Tech Types

Hunters and gatherers in hide tents*
2 Hunters and gatherers in temporary reed and brush shacks*
3 Hunters and gatherers in mud brick huts*
4 Nomads with woven tents and thorn fences for animals
5 Nomads with waggons and herds
6 Barbarians in woven reed shacks
7 Barbarians with wood and hide shacks
8 Barbarians with mud brick buildings
9 Barbarians in carved stone buildings
10 Civilised herders and farmers in mud brick houses and fences
11 Civilised traders outpost with smithy and market with brick defencive walls
12 Civilised military outpost with watch tower and fortifications

d10 Village Population

1 Roll d20 due to some recent tragedy
2 25
3 40
4 55
5 70
6 85
7 100
8 115
9 130
10 150

d10 Village Ruler

1 Assembly of elders
2 Shaman or priest
3 Leader appointed by assembly
4 Leader appointed by holy person
5 Hereditary leader
6 Biggest bully
7 Richest person 
8 Wisest person
9 Chosen by omens
10 Leader appointed by larger settlement

d12 Village Features

1 Good water supply with stream, spring or well
2 Quality granary with years storage
3 Locals have disciplined militia of fighting folk
4 Village has quality herd and a famous breeding beast
5 All locals expert slingers from children to elderly
6 A huge famous tree possibly fruit bearing
7 A quality spell caster lives in village (Lv d4+3)
8 Secret tunnels or caves under village
9 Impressive great hall for feasts and functions
10 Retired famous hero lives here anonymously
11 Attractive person with special skill seeks a mate
12 Famous local food or beverage



d12 Village Problems
1 Livestock going missing

2 A witch or cult operating in area

3 Barbarian raiders taking livestock and people
4 Someone dug up something best forgotten
5 Merchants have had problem getting through
6 Someone is plotting to take over
7 A greater powers is trying to sway the population to join them
8 Bandits in the area causing problems
9 Monster seen in area
10 Important materials are scarce and needed 
11 Important specialist is needed to keep village successful
12 Sickness has recently gripped the village but you should be ok

d12 Town Culture & Tech Types

1 Hunter Gatherers with woven reed shacks and a wooden wall
2 Hunter Gatherers with mud brick, wood and hide huts and brick wall
3 Hunter Gatherers with circular mud brick complex and buildings stacked on top
4 Nomads with wood and hide buildings with walled areas for tents, waggons and beasts
5 Barbarians in reed and wooden shacks with fences
6 Barbarians in mud brick shacks with crude mud and wooden walls
7 Barbarians in mud brick buildings with low brick walls 
8 Barbarians in stone shacks with crude walls
9 Barbarian with huge earth work hill fort, wooden buildings and earthen walls
10 Warlord or wizard fortress with stone walls and intact ancient structures*
11 Civilised outpost with wooden and plaster buildings with wooden walls
12 Civilised  satellite town of a great city with mud brick fortified walls
*These are mostly enemy settlements and dangerous to visit, many are strongholds from the monster empire or the age of necromancer kings. They are avoided by decent folk.

d10 Town Population
1 150
2 200
3 250
4 300
5 350
6 400
7 500
8 600
9 700
10 800

d10 Town Ruler

1 Assembly of elders
2 Important priest or shaman
3 Hereditary ruler
4 Ruler appointed by holy folk
5 Emergency military ruler selected at start of a crisis
6 Assembly of merchants
7 Emergency military leader did not retire
8 Governor placed by a greater power 
9 Crafty elder elected by assembly
10 Usurper despot who seized power

d12 Town Features

1 Great walls and a mighty gate
2 A full granary
3 A famous market place
4 A famous craft workshop
5 In impressive palace 
6 A Impressive temple
7 Well armed and equipped professional soldiers
8 A school headed by a renowned teacher
9 A protective spirit watches over the town
10 A impressive graveyard
11 Carved stone monuments of ancients common in area
12 Bardic school


d12 Town Problems
1 Feuds with another settlement over water rights and irrigation

2 Clan feud is tearing apart community

3 Someone has been moving and vandalising border stones
4 Raiders have been attacking and stealing livestock
5 Recovered from a siege but some damage still
6 Slave workers on a project escaped and have become bandits
7 A new senior priest or shaman or wizard is required 
8 A dangerous cult has emerged as responsible for crimes
9 Many witches were recently burned or drowned and everyone on the edge
10 Someone once important sold everyone out to local enemies out of spite
11 Terrible omens have rulers on edge
12 An evil wizard in region has been threatening peace

d6 Hunter Gatherer & Nomad Cults
1 Ancestor worship
2 Underworld spirits
3 Nature spirits
4 Celestial spirits
5 Beast cults
6 Elemental Cults

d20 Barbarian Cults
1 Ancestor worship
2 Underworld spirits
3 Nature spirits
6 Elemental Cults
7 Giants Cults
8 Dragon Cults
9 Demon Cults
10-19  Beast Cults
20 City Deity

d20 Warlord & Wizard Cults
Remnants of the lost empires of prehuman times and necromancer kings
Mostly hostile and evil trouble makers
1 Arachnid Cult of the nefarious Spider folk
2 Amphibian Cult of the croaking Frog folk
3 Ichthyoid Cult of the underwater Fish folk
4 Reptilian Cult of the cosmic Serpent
5 Cephalapod Cult of the vile Squid folk
6 Carrion Cult of the fiendish Vulture folk
7 Chiroptera Cult of the horrible Bat folk8 Cult of the Worm
9 Cult of the Insect
10-11 Elemental Cults
12 Giant Cults
13-14 Dragon Cults
15 Demons Cults
16 Devil Cults
17 Necromancer Kings
18-20 Wizard Cults

d20 Civilized Cults
1-14 City Deity
15-17 Elemental Cult
18 Demon Cult
19-20 Wizard Cult

Some Notes on technology & magic
Cities are literate, use bronze, have priests and gods who are city patrons
Wizards exist in even stone age culture and are the first literate peoples
Barbarians tend to shun writing, metal and wizards
Shamans are like priests but deal with spirits and are lower technology
Shamans in civilisation are refereed to as exorcist priests or mediums
Druids are uncommon but most common with non civilised peoples
Druids in civilisation might serve in sacred gardens or in rural areas
Thieves are civilised in other cultures they are scouts or unpopular
Most gods are connected to a city state as the patron
There are no pantheons yet but some gods are kin or married or allies
Loose confederations of allied cities may declare their gods are kin
Pantheons are a product of empires and mostly shunned

Gods Bondage and feeding your gods

When a city conquers another city it will take the vanquished idol of the god to their temple dungeon so the followers of that god pay tithes to the conquering cult. Such gods are well cared for and priests will attend them with offerings if the tithes are kept up. Sometimes the god will be set free if a deal is reached or the peoples become allies rather than subjects. Evil gods are kept in deepest dungeons and mistreated. Destroying such idols is considered shocking and extreme and best done with the blessing of a god. Shrine statues are smaller and more portable and have many copies but get lesser versions of this treatment. The rich will keep idols f themselves in prayer in a temple to gain favour of the gods. Many keep trinkets or even bones of their ancestors or families to prey to when away from home or when they need luck. The main gods temples have many shrines around them celebrating various children and kin of the gods and even their servants like gate keepers, lamp bearers and porters because they might put in a good word to their gods for you. Streets and even households have shrines. Most commoners have buried dead under their floors worshipped as ancestors and even consider the hearth a shrine. If you don't sacrifice to your gods and ancestors they get hungry and might seek food themselves or be forced to eat excrement in the gloomy underworld.

Sunday, 5 August 2018

City States of the Elder Wastes















So for my new Eldrich age setting of wizards and barbarians I need city generators to create Bronze age style middle eastern city states. These are for typical cities. A few cities might be bigger. Towns from 150-1000 people are either capitols of barbarians or huge nomad camps or outposts of bigger cities. Villages up to 150 people are often surrounding a city in it's territory but also their are nomad and barbarian settlements. Nomads might camp in place for several years transporting houses folded up on animal backs or waggons. Barbarians might last for years and many will have log or earth walls. Civilized people have brick and stone walls and possibly moat works and canals and built forts. Simpler civilizations mostly have villages but might seasonally accumulate in temporary towns

Population Centres

Village 25-150 people
Town 150-750 people
City State d10 x 10000 family

Caste system
10% Temple class
10% Warrior class
10% Merchant class
40% Farmer class
20% Slaves
10% prisoners of war

d10 City Cult Structures (Main Ziggurat) 

1 Ancestral funerary cult with special prominence to the first ancestors
2 Ancestor god from time when city was tribal
3 City god  ziggurat dedicated to founding god of city
4 City god and partner share ziggurat
5 City god and partner and child share ziggurat
6 City god ziggurat with collection of lesser shrines
7 City god  ziggurat with temples of allied city gods
8 City god  ziggurat with shrines of family members
9 Twin ziggurat of city god and partner
10 City god ziggurat with two lesser ziggurats
11 City god 
ziggurat and shrine sanctuary recognising every god they discover
12 City god 
ziggurat and holy pricinct with many shrines and small temples

d12 Religion Cults
1 Fire 
2 Earth
3 Water
4 Air
5 Sun
6 Moon
7 Love
8 War
9 Fertility
10 Underworld
11 Sky
12 Vegetation
13 Beasts
14 Stars
15 Ruler
16 Healing
17 Death
18 Dragons
19
 Demons
20 Darkness

d12 Other Architectural Features
1 Extended wall beyond city protecting countryside

2 Garden complex sanctuary with running water
3 Huge statue of divinity
4 Great library collection of scrolls and scribe school
5 Great observatory for astrologers
6 Great alchemist school 
7 Great forging complex
8 Huge granary complex
9 Sprawling funeral complex
10 Huge brewery complex
11 Huge theater entertainment complex
12 Famous oracle complex

d12 Rulership

1 Ruled by high priest or priestess
2 Ruled by assembly of elders over 50
3 Ruled by assembly of wisest and holiest
4 Ruled by assembly of richest land own
5 Ruled by assembly priesthood
6 Assembly selects king* in time of crisis
7 Temple assembly appoints king* in time of crisis
8 Temple assembly appoints a king* who rules for one year
9 Temple assembly appoints a king* for 7 years then sacrifices them
10 Temple assembly appoints Priest king* or Queen as a figurehead  
11 Temple assembly appoints Priest king* and Queen as a figurehead  
12 Hereditary monarch took over old regime in a coup or conquest
*Some cults prefer queens or select most talented

d20 Other Important Persons

1 Head Astrologer
2 Court Wizard
3 Arch Druid (Gardener)
4 Great Sage
5 Tax Collector
6 General
7 Seer or soothsayer
8 Spy Master
9 Irrigation Inspector
10 Chief magistrate
11 Building Inspector

12 Court Bard
13 High Holy Healer
14 Foreign Minister
15 Granary Keeper
16 Royal Master
17 Trade Minister
18 Historian
19 Philosopher
20 City champion

d10 Quick City Troubles
01 Unrest
02 Economic
03 Agricultural
04 Military
05 Religious
06 Territorial
07 Wizards
08 Barbarians
09 Cults
10 Supernatural


d100 City Problems
01 Slaves are disgruntled and higher ups unsure if need to be charitable or cruel
02 Prisoners of war working in mines plan to revolt and take over
03 Criminal guilds have emerged undermining the economy
04 Courtiers are plotting to overthrow the leader
05 Ruler is trying to increase legal powers
06 Poor are demanding food
07 Commoners demanding more housing
08 Commoners concerned about insult from rival city
09 Commoners want barbarians on borders dealt with
10 Heretic has aroused an angry mob
11 Metal has become in short supply and state is stockpiling for essential purposes
12 Silver mine has started running out worrying those who know about it
13 Foreign gold has become popular and is devaluing local goods
14 Extra tithes are being made to repair the great monuments and walls
15 Barbarians have been attacking trade routes
16 Shortage of fuel for fire has become a problem
17 Grain stockpiles have become dangerously low
18 Rival cities have made economic alliance damaging the city trade income
19 A shortage of skilled craftsmen has caused some problems
20 Treasury has had corrupt officials pilfering wealth
21 Shepherds are feuding with farmers for land and water 
22 Farmers are demanding better water management and more rights
23 Crops have been performing poorly
24 Enemies have been raiding herds and killing shepherds
25 Feuds over irrigation rights with other growing cities have caused tension
26 Droughts have been making farming tough
27 Farmers want to try some new crops but priests are conservative
28 Someone tries to bring farming innovation but locals angry about change
29 Monster in water has bothered irrigation workers
30 Beastmen or monster raiding herds
31 Military plotting to over throw the current rulers
32 Preparing for war with rival city
33 Military demand improved privileges
34 Military made a secret treasonous deal with barbarians to take over
35 Enemy army has been on maneuvers on the border lands
36 Building a strategic outpost to watch for invaders on frontier
37 A rival city has made several improvements in weapons 
38 Someone has been stealing stockpiled weapons
39 A new martial cult has become popular among the troops
40 The city champion has become arrogant and is bothering the rulers
41 Dangerous cult has emerged and is bothering the official church
42 A rival god of another city has been provoking war
43 A idol of a vassal god is held in the city and it's home city want it back
44 Priests are negotiating a sacred marriage with a foreign city to forge an alliance
45 A popular sect among commoners wants to upgrade their shrine into a small temple
46 A vile omen has the clergy concerned, the gods need atonement
47 Priests are looking for a unblemished virgin to take up a important ceremonial role
48 The gods need a pilgrim to visit gods shrine in a foreign city to make a delivery
49 Pilgrims from other cities are visiting local shrines and sharing new ideas
50 Sacred tablets have been stolen
51 
Governor of a colony town wants to join territory of rival city
52 Important delegation sent to create alliance vs enemies
53 Youths demand a new colony is established
54 Nomads want to join city as herders but some upset
55 Diplomats plan a alliance with several cities to dominate region
56 Several evil cities have united under blasphemous schemes of demon cults
57 An enemy city is stockpiling new lighter two man chariots
58 A rival city has developed new military tactics that has locals worried
59 A distant city has proclaimed all cities should be their vassals in a new empire
60 Military caste are hoping for extended emergency powers
61 A wizard in the wilderness has been carving out a territory
62 The city has ordained a new wizard to serve the temple but some are suspiscious
63 Wizard on the frontier has been creating monsters for some reason
64 Unlawful sorcerers and wizards have been burned and drowned recently
65 A wizard has started a frontier cult with fanatic followers against the gods
66 A black mesa from the dark age of wizard kings has become active again
67 A wizard has threatened the city for refusing to hand over valuables
68 An undead wizard king has been rebuilding a ruined city from the age of black magic
69 Someone has been recruiting best and brightest scribes for a secret wizard school
70 Wizards have been operating from a secret black school hidden somewhere
71 A barbarian horde has assembled to destroy a allied city

72 Barbarians have been uniting under a king and has city states wary
73 A barbarian warband has been demanding wives from the city
74 Barbarians have destroyed a former allied city
75 Barbarians have conquered a allied city and are preparing for more more war
76 A barbarian tribe have been worshiping chaos and denouncing the gods
77 Barbarians have been claiming the grazing lands are traditionally theirs
78 A military leader wants city to bribe a barbarian tribe to attack enemies
79 A wizard has begun advising a barbarian tribe and all are concerned
80 A missionary visiting barbarian tribes and some pilgrims now wish to visit city temples
81 Robed heretics are hiding in the country side or even the city
82 Some say a cult has important civic leaders under it's thrall to ruin the city
83 A cult has been digging up buried tablets from the forbidden ruins
84 Cultists have been seen digging up ancient graves and crypts
85 Cultists have murdering and kidnapping borderlands farmers
86 Several priests has been murdered recently some blame forbidden cults
87 Shepherds have been gossiping about strange haunting in some lonely ruins
88 A village has been reporting witchcraft and many are outraged
89 Terrible weather has been ruining crops and locals blame witch cults
90 Robed cultists and strange beasts have been seen in the wastelands
91 Undead have been seen in the graveyards
92 A wizard was seen being chased by demons who dragged him to hell

93 Shepherds have seen a strange naked wild goddess in the hill country
94 Bad spirits have been menacing common folk and villagers
95 Strange omens have been seen and have everyone gossiping

96 Odd constellations have astrologers concerned
97 An evil wind has brought plague to some villages and many are on edge
98 Many commoners report strange dreams warning them of disaster
99 A strange new animal has been seen, many believe it is supernatural
100 A prophet reports they were spoken to by a terrible fiery being in the mountains

Saturday, 4 August 2018

Robot Kings Expanded




































Usually when I make a public release I do some expansion content and reskins. The point of these zines is mostly to be quick and easy to run and rerun. I post the zines a few months before on my patreon and do reskins and expansions here, but will start putting extra content there first too. Will do a compilation of all these one day.

Tomb of the Robot KingsThis dungeon is pretty linear one with a spiral corridor, various tombs. Mostly I do reskins but not alot to reskin here but...

Nanobots in the tomb might repair everything possibly inconsistently which is common on my planet Psychon Setting.


Tomb complex is more active with robot pilgrims adding to artworks, leaving offerings and worship. Which would make looting it much harder. Possibly one tomb is the goal for a more of a heist scenario with lots of robot npcs to distract

Civilized explorers have camped with scholars and imperial officials and dandy nobles. The hope to open the tombs for loot but android cultists have infiltrated intending to sabotage the expedition. Things from tomb being awoken might be cursed or arise and murder expedition members.

Extra Tables
d12 Door Security
Most doors are sealed by stone slabs requiring tools, ropes and 100 points of strength to move and some time. It is pretty noisy too so a few randoms might cause a problem. A expert can identify these traps and disarm the mechanical or suggest a spell caster if needed.
1 Curse of the Robot Kings (see below)

2 Holographic guardians step from relief art on door
3 Door is a stone golem or living statue and quite grumpy
4 Poison gas save or die if near the door
5 Rust gas metallic goods save or crumble into rust if near the door
6 Arcs of electricity 4d6 or half if save
7 Automated defence gun 3d6 damage, 2 shots a round AC 16 HP 30
8 Pit trap dumps coridoor inhabitants into cyborg crocodile pit
9 Pit trap dumps coridoor inhabitants into cyborg crocodile pit
10 Pit trap dumps coridoor inhabitants into pit with a mummy
11 Pit trap dumps coridoor inhabitants into robot snake pit
12 Spikes pop out ow walls and floor, d6 each, then save to escape walls closing in then corridor reset

d12 Robot Curses

1 Every time your battery recharges it loses 10% capacity
2 Rust and corrosion weakens your metal and tech (items break, -d3 AC)
3 Reboot with software bugs cause alignment shifts and personality change
4 Electrical feedback loop causes stuttered speech and possibly ruining spells
5 Appearance is corroded, weathered and looks shoddy
6 An app or component has a catastrophic failure and needs replacement
7 Detectable by scanners and sensors more easily
8 Gold carried turns to lead
9 Intelligent machines are repulsed by the cursed

10 Firearms and mechanical or energy weapons misfire and jam on 1in4
11 Constantly get static shocks at least every ten minutes or when touching anyone
12 Loop in software, adopt annoying uncool repetitive catchphrases and slogans

d12 Guards Inside A Crypt

1 Robed android cult fanatics
2 Cyborg royal guards
3 Cyber-sphynxes
4 Four security bots with lethal weapons
5 Bronze golem or some other type in royal body guard robes
6 Cyborg minotaurs with big guns
7 Holographic guardians step from wall art
7 Combat robot in miniature tank configuration
8 Mobile self aware landmines
9 Android concubine assasins
10 Living statues depicting buried kings kin
11 Psionic shedu from other plane appears
12 Cyborg Chimera

d20 Inside a Sarcophagi
1 Royal robot can transform into small tank or plane or car

2 Burned out robot coffin covered in gold leaf and gems
Undead robot mummy wrapped  in foil bandages
4 Doppelganger android will seduce rescuers to get out of tomb 
5 Insane killer warborg wants to conquer world but needs new tracks and ammo
6 Golden robot wizard requires fuel cell or recharge, keen to rule again
7 Radioactive robot wreck with melted atomic fuel cell in lead coffin
8 Robot royal head intact on wrecked body desires new body
9 Twin royal robot siblings embracing in coffin, demand privacy
10 Formerly gold and bejeweled robot now stripped bare of valuables
11 Undead robot wight whose gold skin has turned to lead
12 Gilded robot child in sleep mode, unhappy kingdom stolen if rebooted
13 Robot noble virused to hate humans will attack instantly
14 Robot knight sworn to protect robot civilization or will find new cause if gone
15 Vampire robot longs to drain lubrication fluids and power cells from other robots
16 Robot astrologer keen to make hopless readings based on robot astrology
17 Robot child with rocket boots, machineguns, lasers and a heart of gold
18 Crotchety old robot king barley working with blinking lights, obsolete operating system
19 Gilded war criminal noble, currently offline, wants to conquer and cannibalize robots
20 Golden hedonistic robot in sleep mode, keen to start debauching and sample depravity

Friday, 3 August 2018

Last Rites: Reviewing Cthulhu Classics




































As Im playing and buying lots of Cthulhu stuff before price creeps. So Im going to start some reviews of these older products. I have found lots of Cthulhu Now books. I myself focused on 20s gear but I found gaslight gear was slightly harder to find and Cthulhu now was easy to find often sitting in shops for 10-20 years. My Cthulhu now collection and Laundry pile has grown. Some stuff could be converted to other eras. If I run Cthulhu now will be more like Brian Lumley + Laundry + Superworld and Zenith elements + the supposed non fiction Book Morning of the Magicians. I did run the At Your Door campagn book as a Marvel scenario twice. I might try video versions.

Last Rites by Ian Winterton
64 Page Book Chaosium 1999

This is a pretty under rated book. It has 4 simple 1-2 session short adventures easy to pad out a bigger campaign. They could be adapted to other time periods and locations without lots of trouble or put in Arkham or New England region. It was easy to read and each adventure is a good length.

Last Rites
Investigators visit a funeral of a scholar and find evidence of a cult and murder and the walking dead. Has good red herrings. Good into scenario.

Lethal Legacy

Someone summons a dimensional shambler, regrets it and makes a magical weapon to stop it but dies in a car accident. Enter the adventurers. One main monster you need to fight so a good intro to intermediate scenario.

The House on McKinley BLVD

Explore this haunted house occupied by mentally damaged squatters. Entities linked to Tsathogua seek freedom and a chance to cause malice. Has more NPCs to interact with and a more complex threat which is probably more intermediate due to amount of magiic.

The Priestess 
A poetry compilation mocking the contributors offends a cultist. In progress of his revenge a ancient priestess tries to return to life. P
robably more intermediate due to amount of magic. 

A much more accessible bunch of scenarios rather than some of the big campaigns, all of the scenarios simple to familiarize with, easy to modify and most have some interesting spells and abilities. It is short but good. Will be on my list to run or good for one offs. I tended to avoid smaller books in favour of fat ones but this book has proved that approach flawed. Well laid out with some good art of creatures and good maps and spot art.

Rating 3.5 out of 4 stars
Some good art and adequate layouts

Thursday, 2 August 2018

Tomb of the Robot Kings Free PDF Dungeon #4






































As I have been so unproductive due to flu, travel, parental deathclocks, trauma and stuff here is this thing for Psychon or any gonzo magic post apoc thing possibly. As usual will do some reskins here over the next few days.

https://drive.google.com/open?id=1qdp18L2o6F6_o6CeSASOT_7emA_WlOT-


This was made possible to my Patrons as a suggestion and while someone supports my top tier monthly. Just released #6 Holy Arcadia for planet Psychon or MCC or ASE or other post apoc fantasy schlock exclusively here and #5 still here too.

Wednesday, 1 August 2018

d100 Outsider Mutations





































Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Giant Mutations
Law Mutations

Failed mutation system
Apotheosis Mutations - too many mutations side fx
Mutant Character Class


Recent Ideas: Berserker mutations, clown mutations, clockwork mutations?

Another dozen sets of these a revision (some subtables d10 all inconsistent and older ones i didn't put concrete mods or effects so much so will revise). Mutant class seems to work well so far and class able to reroll old mutations has been good too.

Whaaat is this.

Many mutants gain powers through being possessed and tainted by other worldly beings. These spirits change people physically and mentally. Some of these beings should not be in our world and they can ruin or even destroy a body. Some take over devouring the soul of their host. Not all are evil but they may be alien or curious and not realize thy are killing victims or changing them. The entities need not remain but the hosts are changed. Their descendants might be receptive to future contact. It has things in common with the bio mutations, chaos and mental mutations. traveling through time or damaged gates or unshielded hyperdrives might attract such beings too. Some hosts embrace them hoping to become gods other struggle to remove the spirits if not the mutations. Most of the greater entities require more resilient bodies and normal ones just explode if occupied. Even a minor possession might cause blood noses, headaches, sinus pain, ear aches or other pressure related symptoms. Beings from overspace have at times been more common and at times directed evil civilizations to conquest.

d12 Sources of mutation
1 Possessed when used as host by cultists in a summoning and lived
2 Taken by outsiders through other dimensions, picked up spiritual parasites
3 A entity from the nightmare lands contacted your mind
4 Some magic made visible things from beyond and some could also see you
5 You read about a entity in a cult book and now you are connected to it
6 You went between the sacred stones on the wrong day
8 Born odd, used to talk to and cry at imaginary things as a child
9 Bred by a cult to host beings from over space in this world
10 Parent secretly horror from another world, other parent is mad, dead or not sure
11 Voices spoke to you from the darkness and taught you to contact alien spirits
12 Went to a haunted place and a spirit slipped inside you

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Minor Outsider Mutations
01 Strange coloured eyes especially when angry
02 Can see in low light condition by stars or dim lights
03 Can hear things crawling in nearby dimensions
04 Blood noses when you use any spells or strange abilities or stressed
05 Eyes glow when you use any spells or strange abilities or angry
06 Its like there is something else in your eyes looking back
07 Smell strange odours from other dimensions
08 See luminous translucent spirits from beyond when you concentrate
09 Yell telepathically for help to one person 10"/Lv once a day
10 See gates, planar weak points, outsider beings not in disguise,
11 Skin is clammy cold and sweaty
12 When angry or stressed body temperature raises and colour changes
13 Hairless all over like some kind of future person
14 Grow hair all over like some prehistoric person
15 Simple B&W eyes all over body 360 vision
16 Extra mouths and sphincters appear all over body and disappear
17 Skin is transparent and gelatinous
18 Skin is shadowy, naturally draws away light
19 Have no shadow
20 Ectoplasm drips off skin when using powers or near supernatural phenomena
21 Eyes open in chest who they stare at has -1 on saves and to hit
22 Glow inside chest cavity equal to candle
23 Something moves inside chest cavity
24 Mouth in chest d4 unarmed bite bigger and faster than normal mouth
25 Biokinetic blast from chest d6 8" range use per level per day
26 Chest tentacle comes out of chest foot per level manipulator
27 Resilient d4 extra HP
28 Bone chest cage +1AC
29 Tolerate greater extremes of pressure than normal human
30 Hold breath round per CON
31 Large almost prehensile mobile genitalia
32 Hungry for meat
33 Vomit up a d4 acid spew one per Lv/day
34 Huge gut hanging out
35 Flatulent especially when stressed or aroused
36 Strange gurgling sounds from body
37 Belching constantly
38 Belch out a cloud of green fog 2" across three times a day
39 Can eat as much as a extra person/Lv
40 Excrement bubbles and glows with eerie light
41 Tentacle or flagellum or pseudopod arms
42 Tentacle or flagellum or pseudopod fingers
43 Extra d3 small tentacles
44 Eyes on hands
45 Mouths on hands d3 unarmed bite can use to feed
46 Slime hand can generate a gallon ectoplasm once a day from hand
47 Arms can elongate up to one extra yard
48 Palms bleed with stigmata when you uses spells, abilities or stressed
49 Fingers turn into claws when angry d3 unarmed
50 Suction hands give +1 to climb and grapple attack
51 Feet always wet dripping with ectoplasm
52 Footprints glow eerily
53 Satyr like legs bend backwards at knees
54 Jump 1" extra distance
55 Big feet Move +1
56 Prehensile feet can hang onto ceiling and hold objects
57 Hooves +1 climb or balance
58 Long Legs can elongate extra yard tall
59 Tiny angry faces on feet with teeth and eyes
60 Webbed feet get full move in water
61 Randomly mutter in alien language in sleep several times a hour
62 Know speech of the ancient evil elder gods
63 Speak in ultra high frequency of spirits so the can hear you within 3"
64 Eye on tongue
65 Egg depositor on tongue can inplant parasites into victims
66 Second set of jaws pop one foot out jaws d4 unarmed damage
67 Fangs and overbite d3 unarmed damage
68 Feeding tube elongates a foot from mouth
69 Hemovore can feed from blood with special pair of teeth
70 Tentacle face foot long and mass is prehensile
71 Head enlarged
72 Bony skull ridges on head
73 Armoured skull +1AC
74 Horns d4 unarmed attack
75 Feel high pressure migraine pain frequently
76 Feel something move in your skull when you feel stressed
77 Thick neck rippling with muscles very hard to asphyxiate
78 Head covered in occult signs
79 Luminous neon sigil halos emblaze around head when angry or fighting
80 Skull is spiked all over causing host pain
81 Pineal gland emerges from forehead detect magic round/Lv day
82 Can detect invisible spirits in 3"
83 Can feed off supernatural energy of the dying or sacrifices instead of food
84 Huge pumping mutant heart +d4HP
85 Can detect if a body is dead, alive or dying within 2"
86 Violent or strong emotions from others around make you feel pleasure
87 Detect other planar beings in 1" who vibrate on a different frequency
88 Detect by touch if living or dead body possessed or undead
89 Can detect if any plane shifting within 10"
90 Can tell if planar beings like a demon, devil or elemental is summoned within a mile
91 Can read script of the old gods carved in pre human ruins
92 Superior maths skills character has numeracy as if trained
93 Hear otherworldly being offer you terrible advice in times of crisis
94 Have strange otherworldly visions of ultra space realms in dreams
95 Can ask a spirit a question yes or no once a day
96 Brain glows in times of deep thought or reading
97 Can overhear ultra high frequency of spirits talking to each other in 3"
98 Learns new skill in some branch of arcane orr elder lore
99 Can cast one zero level cantrip as a priest or druid or wizard or sorcerer
100 Resist possession saving throw +2

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Major Outsider Mutations

01 Spirit Sight can see non corporeal entities within 6"
02 See auroras of living beings with souls within 6" but not through walls
03 Can see possessed people or spirits in objects within 6"
04 Can smell beings from other planes within 1" even in disguise
05 Third eye glows when used can detect life in 1"/Lv
06 Pineal gland exits skull as a prehensile tentacle yard per level
07 Sense plane shift or open planar gate within one mile
08 Understand language of beings from other planes
09 Hear anyone casting a spell within 3"/Lv
10 Can see and attack beings on other planes without penalty
11 Invulnerable Skin AC +312 Skin can slough off healing 2d8 damage once a day
13 Slime covered skin dripping ooze, regenerate hp/ten minutes
14 Skin can turn inside out at will, when covered in gore heal a d3, one use/Lv
15 Puncture proof skin -1/damage from cutting or piercing attacks per dice
16 Disgusting blubber -1 damage from blunt attacks per dice
17 Skin is transparent, alien things swim under the skin, +2d4 HP +1/Lv
18 Skin glows in the dark illuminating 1"/Lv at will
19 Unnatural eyes all over skin can sense 360 degrees through matter foot/Lv
20 Skin covered in thorns, any unarmed attacker takes a d3 per hit
21 Rib cage splits open revealing d8 damage mouth can swallow a whole person
22 Orifice in chest fires three d3 damage shuriken per round, a round/Lv each day
23 Bony Plastron Armour AC +5
24 Creature spawns from chest once/day, 1HP/Lv Mov 12" D4 bite
25 Great scarlet eye on chest fires beam d6/Lv once per day (save for half) 12" range
26 Heart will restart after d4 rounds death, awaken with 1HP, use/Lv per day
27 No need to breathe and can tolerate extreme high and low pressure
28 Exhale gust of wind, 1"/Lv range cone, save or fall back d4" rounds
29 Exhale poison gas, 1" range cone per level, save or d3/Lv damage
30 Elongating flexible snake like spine grow a foot/lv at will
31 Prehensile genitalia or tail elongate foot/lv, can swing or hold objects
32 Intestines burst out and hose enemies with acid 2d4 damage 1" range/Lv
33 Intestines burst out and can perform extra grapple attack on target with 3"
34 Intestines with lamprey heads attack for d4, once hit keep sucking a d4 until cut loose
35 Eat anything organic unharmed in huge amounts
36 Heal self by gorging on flesh, 1HP/HD, can eat a HD per turn
37 Feed from small critters from other planes never go hungry
38 Can eat any amount of food or drink which gets funneled into a dimensional void
39 Can suck up 3" area of smoke, gas or fog in a round with no ill efect. one use/Lv/day
40 Horrible grumbling noises and bulges from belly +d8 HP
41 Mouths on hands, d4 bite extra attack if hand free, can eat through hands
42 Extra set of insectoid limbs gain one extra action per round
43 Tentacle arms, flexible can stretch one yard per level
44 Arm is huge crab like claw d8 extra attack
45 Outrageous muscled arms +1 STR
46 Arm is a biological gun that shoots bone splinters range 9" 2d4 damage
47 Unarmed attacks can hurt creatures as if magic weapons as +1/3Lv
48 Attacks made on undead have +2d4, they crumble to dust when killed
49 Glider membranes under arms can glide across as far as up Mov 12"
50 Elongating arms can extend yard/lv
51 Backward bending knees and two huge toe feet, +1" Mov/Lv
52 Legs fuse into single muscled limb can jump +1"/Lv
53 Elongating legs can extend yard/lv, +1 Mov/3Lv
54 Huge spurs +d6 unarmed attack with kick
55 Prehensile feet can grip and hang upside down or manipulate tools
56 Walk on water, leave no footprints
57 Leave trail of horrible ichor that repels normal animals and predators
58 Walk up walls like a insect or lizard
59 Quadrupedal mode of locomotion using arms, +50% Mov
60 Walk through solid matter one round/Lv per day
61 Prehensile Tongue foot long per level
62 Snapping toothed maw extra attack d6 bite
63 Vomit acid 2d4 damage burns 1HP per round/Lv, one use per/Lv per day
64 Extendable mouth can swallow person same size
65 Can vomit up d4 gallons/Lv of ectoplasm, once per Lv/day
66 Can speak with dead once per day, a question per level if corpse fails save
67 Can call thing from beyond per level per day 1HD Att d4 Mov 12" levitates
68 Sonic scream 1"/Lv cone d4/Lv save or deaf for ten minues, once/day/Lv
69 Vomit swarm of crawling maggots 1"/L, 2HP damage per round, round/Lv
70 Vomit swarm of flies, cloud covers 1" area in darkness/Lv, Mov12", round/L per day
71 Rotating head has three faces each with separate bonus +1 WIS +1INT or +1 CHA
72 Horns can sprout form forehead at will, d6 extra attack
73 Flaming aurora can form around head at will, d4 fire to any unarmed attacker, 1" light
74 Luminous aurora forms from head illuminating 3"/level area at will
75 Skull explodes, d4/Lv over 3" once a day, awaken with head regrown after one hour
76 Solar beam from forehead d3/Lv, Range 2"/Lv, one use/4Lv/day
77 Elongating neck, 1 yard/Lv at will
78 Crystal encased skull, see visions of impending disaster, war and mass destruction
79 Head can transform into tentacled toothed horror round/Lv/day, save from fear within 3"
80 Glowing runes in skull, hear voices of bound planar beings, sometimes advice is useful
81 Light absorbing organ 3" darkness for one turn/Lv per day
82 Restore one level of energy drain or lost stat point by eating
83 Hear your name spoken within one mile with rough idea of distance and direction
84 Planeshift to avoid calamity once a week, end up on a random dimension
85 Can reproduce with any species producing unatural hybrids
86 Regenerate damage 1HP/round from non magic weapons, fire, acid, silver or iron
87 Can survive extremes of other planes as a native life form
88 If killed a wraith from overspace enters the world through your corpse
89 If killed a being from overspace takes your body and turns it into a mummy
90 If killed a clone child hatches from your remains a d4 hours later
91 If killed releases horrible alien entity 1HD/Lv Mov 12" Levitate d4 dam/Lv with bite
92 Can question dimensional beings as a History Spell per Lv/day
93 If killed brain and nerve stem escapes and hides, will regrow body over months
94 Levitation at will 1" Mov in air at will
95 Telepathy 1"/Lv range can communicate with sentient beings by silent direct mind link
96 Empathy 1"/Lv range can sense emotions of living beings and broadcast your own
97 ESP one round/Lv per day, 1"/Lv range, read surface thoughts if victim fails save
98 If unconscious or mind controlled alien evil persona takes over for d6 10 minute turns
99 Never needs sleep but hears strange alien voices from beyond if you try
100 Enhanced Intelligence +1 plus read a d4 dead alien languages

d12 Apotheosis

01 Body explodes when higher density being tries to occupy your body
02 Powerful being bonds to your body and eats your soul
03 Soul is evicted by entity and becomes a miserable damned non corporeal spirit
04 Plunge from world to world gazing at wonders and infinite cosmic power scales
05 Body becomes the seed of a new body for a monstrous alien being
06 Becomes host of one of the elder gods worshipped by cultists
07 Body occupied and changed by entity into rampaging mindless monster
08 Taken into stomach of a soul eating old one to be devoured for aeons
09 Taken to other world to be plaything of curious planar outsiders
10 Beings from ultraspace come and take your brain to another dimension
11 A being takes the host body to another world to wage wars of cosmic conquest
12 Body breaks down into a mindless shoggoth