Tuesday, 10 October 2023

Dwarf Lords Missions




































So doing tables for my main non-humans now which seemed about time 
Demihuman patrons or quests are pretty common

In my setting, dwarves dislike humans for thriving technology 
They have had terrible fights with everyone but halflings and humans but think one might happen with humans. Resentful gods favour humans now

d12 Quick Dwarf Types
1 Stone bearded are grubby cliff dwarfs who live in caves, naked and work stone weapons
2 Red bearded tree lovers who live in forests under trees and work bronze and freely deal with fey folk, animal and tree spirits
3 Black bearded iron lovers who wage eternal warfare for spite even against each other
4 White bearded who prefer winter lands and otherwise hide underground
6 Electrum beards who love to trade and travel and make money to live well
6 Gold beards are master craftsmen, alchemists and holy people always serious
7 Silver beards are concerned with magic craft and spells
8  Grey beards lived on the surface among humans too long and tend to share material culture and lifestyle with local people and consider them kindred. They also are more likely to be loners, live with other species and to wander. Most likely to learn exotic magic
Blue beards are cannibalistic morlocks who live in the deep and are blind, they come to the surface to trap humans or faeries for cattle. Also good with mechanical automatons
10 Fire beards live in the fiery deeps and ride salamander as slaves, they sometimes appear at volcanic locations and enjoy destruction. They wear asbestos cloaks and wield obsidian weapons. Even their hours are asbestos which comes from salamander scales
11 Wild beards live in great jungles, deserts and plains far away. Hunting and weaving great traps, thorn mazes and treetop towns are their specialities. They use lots of distinct exotic weapons made with stone and woven parts to hunt dinosaurs 
12 Weird beards are chaos dwarves dedicated to death and corruption and the painful end of the world

note i was not in love with this and thought that as dwarves variations don't have magic involved maybe a dwarf subclasses might be more career types or castes of a single dwarf civilisation rather than lots of types but maybe a mix. 

d12 Dwarf Careers
1 Dwarf Soldiers the most common on the service, well-armed and armoured
2 Dwarf Scouts more based on stealth, wilderness survival and bows
3 Dwarf Sapper troops who dig and fight dirty in cramped trapped tunnels
4 Dwarf Artillerists include archers but also large crossbows, staff slings & siege weapons
5 Dwarf Marine troops for boats and ship-based troops
6 Dwarf Berserk a psychotically violent shock trooper
7 Dwarf Gunner uses firearms and grenades in close-quarters fighting
8 Dwarf Zealot a religiously inspired holy fighter who gains holy power from oaths
9 Dwarf Mariner travels the world by sea and crews dwarf ships
10 Dwarf Provisioner deals with livestock, crops and food and often fights for land
11 
Dwarf Prospector experts in prospecting and hanging onto their claim 
12 Dwarf Crafter a guild member and exponent of material crafts

d12 Dwarf Current Job
1 Taking a message
2 Going to or from work in a workshop
3 Carrying market goods
4 Transporting documents or small chest
5 Looking for a homeland or clan
6 Trying to complete a masterwork
7 Looking for information
8 Looking for rumours
9 Being a sour grump
10 Drunk and incoherent
11  Looking for adventure
12 
Feeling sick d4 from 1=diareah 2=vomiting 3=VD 4=drug addict

d10 Quick Types
1 Prospects
2 Craft
Diplomacy
Exploration
5 War
6 Trade
7 Build
8 Recover
9 Ancestral
10 Supernatural

d100 Dwarf Lords Missions
01 Seek possible mine sites remaining in a distant mountain range
02 Go panning for signs of gold in the goblin hills
03 Go into the deepest oldest mines and look for some magic rare mineral
04 A stone fell from the sky fetch it for us or bring some we can craft
05 The bones of a fallen titan are required for a master artisan
06 Dig the ancient evil fortress for signs of a strange metal the wizard king was said to use
07 Find who controls the source of the evil corrupting metal of the hell worlds 
08 Drive out undead from the old silver mines of the Whisper Mountains
09 Find one of the fabulous singing crystals of the deeps
10 Find the lost golden loaf deposit in the Cragnagor hills, look out for hobgoblins
11 Forge silver daggers under the moonlight for a ceremony
12 Make a death mask helmet of an ancient ancestor
13 Donate a magic axe to the temple armoury
14 Forge a great door or lock to defend a dwarf home and treasure
15 Forge ten gold arm rings for your lord
16 Forge a silver torc for your beloved
17 Repair a famous weapon
18 Make a magic item
19 Make a prosthesis for a wounded and cursed dwarf hero
20 Make a trap for a terrible monster
21 Go meet elf lords on the borderlands and don't start a fight
22 Go trade these kitchen tools for halfling beer and get a good deal
23 Convince a gnome to part with one of their clocks in working condition
24 Go convince a clan of giants to move away
25 Meet our ancient rival dwarf nation and ask if they are sorry yet and willing to apologise
26 Meet the chief of a non-dwarf people and convince them to help fight a humanoid monster tribe
27 Go trade these gems with elves for their magic wine but don't drink it all
28 Convince the orc tribe they should kill their evil wizard master and be free
29 Convince the goblin king we will not retreat or surrender and dare them to try to harm us
30 Move our borderstones according to an agreement 800 years ago. Don't worry what the short-lived people think of this. Their ancestors agreed 
31 Search the great underland for the lost dwarf tribe or their ruins 
32 Find a great relic of one of the fallen dwarf ruined cities
33 Cross the region using ancient underground highways as best you can
34 Find a new people of the underland to trade with
35 Find a way across the great cavern on Null where magic does not work, tell us what is on the other side
36 Find a lost kingdom of the monster kings whom the gods buried under mountains
37 Explore the great fungus forest of the deep for those who used to live here and built the ruins
38 Find the great cavern where titans sleep so we can send wizards to spy on their dreams
39 Find the fort of a giant king and assess how dangerous they are and if part of any anti-dwarf alliances
40 Explore the old stone troll city to learn why the high trolls died out leaving only the thick monsters we have now
41 Raid a goblin fort and behead their king
42 Chop down the trees encroaching on our mountains, obvious elf aggression
43 Lead a charge of an enemy gatehouse
44 Build a frightening siege engine to breach a wall
45 Train green troops to be battle-ready for our lord
46 Dig a siege tunnel into an enemy fortress and bring them down
47 Defend a great dwarf gate against a goblinoid horde
48 Join a crusade to purge our old city of goblins, orcs and undead
49 Plant our lords banner on the highest ground of the enemy to mock them
50 Destroy a frontier tribe assaulting our trade routes
51 Trade iron for wood and wool from the humans but get a good deal
52 Buy mithril silver from an auction in a human city
53 Trade these elvish jewels we found for some elven silk ribbons for our hair
54 Help human red smiths undercut human blacksmith costs
55 A human alchemist is making secret dwarf fire powder to our recipe and needs to be stopped before others get this dark dwarf secret
56 Flood human market in cheap manufactured goods to undercut their guilds
57 Trade this magic hand axe for valuable spices and drugs of the mysterious west
58 Buy all the narcotics in the human town for a dwarf festival. We are doing them a favour as we are more able to handle them than poor human simpletons. Once you have them get out of town fast or every drug-crazed hoodlum in town will chase you
59 Sell these ceramic and iron pipes to the halflings for as much of their pipe weed you can get
60 Trade this old scrap metal for beer for a noble surprise birthday, don't let their spies find out about the surprise
61 Build a stone tower for defence
62 Build a bridge ad gatehouse to last for generations
63 Open or reclaim a successful mine complex
64 Help build a new citadel and clear away danger
65 Help the surveyor priests choose a new outpost location
66 Build a stone or earth tomb for your kin
67 Build a wall to keep out enemies and unwanted creatures
68 Build a fine noble house for a clan or kin
69 Build a mighty fortress to stop enemies' ambitions
70 Build a secret underground tunnel for clan leaders
71 Recover the helmet of the clan founder
72 Reclaim an ancient holy book naming all the old dynasties that must not remain lost
73 Recover the location of an ancient border stone hidden by goblinoids
74 Destroy an alchemist workshop dealing in guns with designs stolen from dwarfs
75 Destroy a forge making patterns based on dwarf design and reclaim this secret of our people
76 Reclaim our clan ancestors' hammer for a coronation ceremony
77 Find the axe of a hero killed by the elves
78 Reclaim a borderland fort or dungeon for dwarf kind
79 Recover the remains of a hero from a ruin now occupied by orcs
80 Recover a sacred silver beer bucket from the halflings who don't just use on holy days but every day
81 Retrace the journey of an ancestor
82 Make arms and armour in the style of the ancients for a temple
83 Find the lost tomb or burial place of an ancestor
84 With help from a magician commune with the spirit of the ancestors to check which style of sword hilt is the authentic design
85 Take this skull and beard of an ancestor to the clan's sacred vault
86 Recover a chest of bone relics of the clan taken by filthy goblinoids
87 Fight a battle where an ancestor did
88 Visit the ancestral hall where our ancestors came from
89 Marry this person or to your kin. They are from an auspicious clan pleasing to the ancestors
90 Dwarf holy lama in the mountains guards the bones of many ancestors and needs help to find a worthy replacement
91 A dwarf god has called for the return of the mighty belt and sends you a dream of where the belt of the dwarf lords is now
92 A god wants you to fetch a talented fey smith from those living on the world tree trunk and branches
93 A god wants you to fight a horror on Mount Awful and claim a dwarf item lost there
94 A god shows a vision where a cursed monster enemy has its lair and you must slay it
95 A god whisks you into the sky realm to slay a clan of cloud giants and seize their cloud caste for dwarves
96 A god has a child they want you to look after as your own 
97 Go see the edge or the bottom of the world
98 Visit an elemental plane and return with a bucket of material
99 A god takes you to a far-off land where you must aid a young hero in getting some experience so they can look after himself and have his own followers  
100 Capture a fire salamander and deliver to a forge to serve a clan master smith

Sunday, 8 October 2023

Bardic School Missions



Everyone loves bards. 
Ill be doing a few bard changes next campaign and will use slightly less generous spell per level lis. Currently my biggest mod to bards is letting them choose one of four spell lists. This has been fun as I end up with druidic, cleric, wizard and mentalist bards. Might mod song list per type more?

d12 Quick Bardic Types
1 Druidic bard of the forest tribes with harp and horn
2 Barbarian skald from the frontier tribes and sea raiders with harp and bagpipes and divine magic
3 Philosopher bard from city-states with lyre and drums with arcane magic
4 Profesional mourner sings laments and wails with harp and bone flute with divine magic
5 Minstrel from knightly kingdoms with a lute and a flute and arcane magic
6 Holy singer of a temple complex with sistrum and lyre with divine magic
7 Crude jester and acrobatic tumbler with horn and drum with mentalist magic
8 Troubador romantic poets are all the rage with young and fashionable courts play lute and flute and use mentalist magic
9 Wild folk tribe singer from the wastelands play sticks and horns and use druidic magic 
10 Army musician who marches with soldiers with horn and drums and divine magic, often carry a war banner
11 Robed chanter from far-off land play cymbals and drums and perform acrobatic leaps with knives and use arcane magic
12 Herald serves a noble and delivers messages on behalf of their lord and may carry a flag and play lute and horn and use mentalist spells

d10 Quick Mission Types
1 Performance
2 Composition
3 Espionage
4 Gossip
5 Inspired deeds
6 Diplomacy
7 Strange deals
8 Recovery 
9 Fame
10 Other worlds

d100 Bardic School Missions
01 Perform in a village festival and house a crowd
02 Perform in the court of nobility and offer them your advice
03 Play for soldiers marching to battle
04 Make a crowd weep playing laments at a funeral ceremony
05 Encourage an angry mob or protest with a song
06 Have a musical duel with an audience
07 Tour the region alone on foot
08 Spread an amusing naughty song slandering enemies
09 Busk in street until a noble invites you to perform in their home
10 Perform a banned song like something slandering the crown
11 Compase heroic epic of a hero's tragic failure
12 Write a catchy comedic rhyme mocking a public leader
13 Compose a history of a place or thing in verse
14 Write a catchy song that spreads across the region
15 Compose a song to be banned by authorities
16 Write a musical or light opera and have it performed in the city
17 Write a charming love song or poem
18 Write a popular drinking song
19 Write music that inspires a new dance
20 Write a popular nursery rhyme or skipping song for children
21 Watch several students of a rival school and record some of their songs
22 Show  up a local bard then try to influence leaders' decision
23 Perform in a manor and take note of guards, supplies and readiness
24 Seduce a household servant so you can steal a book of ancient verse
25 Stop a bard singing trash about our song style
26 Steal a copy of an opera of a dead artist who stole from our school or even better replace it
27 Seduce a millitary or officer and read their secret documents 
28 Find out dirt on a rival school bard and learn their secrets so we can slander them into poverty 
29 Establish a lover or friend or arent in multiple important households
30 Perform for royalty and get a glimpse of the current count business
31 Spread the story of noble's poor health and impotence and how it will curse the region
32 Spread story of government corruption
33 Spread story a death row criminal is really innocent and was a defender of the commoners
34 Spread song about glorious war and slandering some other kingdom or territory
35 Gossip about the corrupt priesthood of a religion
36 Gossip about all the weird deaths of people mocking elves
37 Spread gossip across the region to counter some other wild rumour not in our interest 
38 Quash a rumour about our parton family and spread a more scandalous story about this other merchant clan
39 Spread scary stories about supernatural monsters in the wilderness and night
40 Spread scary stories about the menace of humanoids destroying the frontier soon
41 Encourage adventurers to glorious destruction of a dungeon and record this deed in a poem
42 Encourage the mob to drink a tavern dry with a huge drinking binge
43 Encourage a duelist to victory and spread their glory
44 Encourage a lover to elope with their sweetheart and escape thus foiling some dynastic scheme
45 Inspire working artisans to produce better works on some artistic creation 
46 Become a tutor for a young noble and influence them
47 Accompany a travelling knight and inspire them to victory and record it
48 Follow a journeying graduate wizard apprentice and record their travels
49 Encourage soldiers to do heroic deeds in a battle with you following to record their deeds
50 Write a religious song promoting a doctrine beneficial to us
51 Stop a clan feud with negotiations
52 Join a noble entourage and encourage cool heads and peace
53 Perform for delegates at a meeting so they are calm during the next day's negotiations
54 Carry this secret document and look out for enemy spies
55 Convince a leader to change their position in a conference
56 Find evidence and blackmail a delegate at a conference
57 Sabotage the journey of a scholar delivering his report to the region's capital
58 Help a side in a dispute over border stones between two districts
59 Duel a bard in public who speaks for our enemies to invalidate their cause 
60 A mob need your support to address a mean noble. They demand slightly fewer taxes and to end some new unfair tax like door tax and smiling too much tax
61 Perform for non-human leaders and get away to tell
62 Make an agreement with non-humans and local peoples
63 Enjoy a feast with halflings or other small folk and don't offend them by being sick or vulgar
64 Contact a non-human leader and find out what they most want or need
65 Contact a forest witch coven and negotiate a curse removal
66 Play in the wild and contact or play with some spirits or sylvan beings like fauns
67 Spy on dancing faeries or witches to steal their tunes
68 Obtain a non-human-made musical instrument and perform with it
69 Perform with wilderness creatures like crickets or frogs which impresses fairies
70 Perform for dancing faeries or sylvan beings
71 Recover the lost poem or book of a famous writer
72 Search the tomb of a great writer and see if there are any lost works or notes you can dig up
73 Find an old forgotten poet and update their work then popularise their genius
74 Befiend book collectors and seek lost works in their greedy clutches
75 Inscibe tomb carvings from ancient tombs and translate it
76 Obtain an important lost book at an auction at any cost
77 Seach for an original copy of a prophecy lost long ago but fragments now seem relevant again
78 Donate copies of your works to a library
79 Go protect this library of bardic lore from strange vermin  
80 Go collect the lost books taken by non-humans from a wagon of monks
81 Get a show in a famous posh theatre in the city
82 Put on a play at a holy theatre complex
83 Put on a royal opera
84 Taken show on tour across another kingdom
85 Asked to put on a show in real haunted castle for a fortune
86 Tame or distract or make a deal with a dragon
87 Perform for a royal faerie or a monster king court 
88 Form a successful band with other bards and perform in public
89 Entertain a petty god to keep them happy 
90 Perform for an important city ritual or ceremony 
91 Speak to a ghost to learn its song
92 Trade songs with a non-human performer or storyteller
93 Learn the secret songs of trees 
94 Live with supernatural singing creatures like sirens or mermaids to learn their songs
95 Spy on a bathing deity or land divinity to inspire your love longs
96 Lure a monster to its doom by singing its love song
97 Inspire a feast into a bloody massacre with some wisecracks
98 Seduce a royal youth and sneak them away to a mysterious holy community sure this is or the best
99 Seduce a hag or gaggle of harpies to get close to steal their treasured gold harp
100 Journey to another world and return

Saturday, 7 October 2023

d12 Strange Security Organisations for Strange Stars Phase One


This is some handy stuff for my current SF game set in the near future before FTL. Adventurers currently work for Project Monolith for Mars Defence but I hope to use these for complications or to speed up a scenario, as well as a table for what gives a cult away for an investigation. 

d12 Cult Activity Clues
1 Cultist caught with contraband and some cult paraphernalia
2 Financial data exposes unusual goods and false records for unprofitable crime
3 Accidental cultist death with paraphernalia was doing something dodgy and dangerous
4 Legal cases by regular security authorities find cult paraphernalia or prisoners
5 A cult location of worship is found by accident and publicly exposed
6 Missing persons in an area highly suspicious of cult-responsible
7 Crime scene from a large criminal arrest turns up some cult paraphernalia
8 Witness saw cultists up to something and now live in fear or a therapy centre
9 Data tap accidentally discovered cult communications and produces a list of possible cultists from contacts
10 Corpse discovered with signs of ritual abuse (or some strange biological residue) 
11 Criminals killed in gun battle with law show signs of unusual modifications
12 Cult object of unusual quality found and they want it back d4 1=idol with outre artistic design 2=ancient book from old Earth 3=alien communication device 4=alien servitor's technology technology

d12 Complications To Make Case Longer
1 Hostile AI d4 1=killer robot 2=Cult espionage 3=Cultists tracking success 4=cult AI made registered as destroyed 
2 Criminal organisation ignorant of the cult gets involved
3 Armed adventurers looking for action get caught up and curious
4 Local authorities and security forces keep meddling and hostile
5 Clumsy investigators from some agency investigating some tangent of the case 
6 Cult frame adventurers and they have to deal with red tape
7 Find cheap knockoff cult paraphernalia quite common and popular in a district
8 Victim is driven insane and then draws attention and unwanted media
9 Case has a lead to another location requiring travel and a possible assassination attempt
10 Cultists all get an upgrade d4 1=weapons 2=bio body mods 3=training 4=unatural abilities
11 Another cult is involved d4 1=rival 2=dominant 3=allies 4=hostile takeover
12 Cultists obtain means to call on some alien entity to aid or advise them

d12 Lucky Investigation Shortcuts & Breaks
1 Cultist was captured by some security org and held in a cell for interrogation
2 Known cultists were attacked by some enemy exposing their location
3 Media outlets or investigative bloggers getting close and attacked by cult
4 Recognise cult insignia or designs on someone in a public place
5 Computer surveillance reveals detailed cultist movements
6 Clumsy cultist has an accident and flees the scene in a panic
7 Witnesses emerge of cultists and a crime 
8 See a cultist fail to hide cyber or bio mods or hybridisation
9 Records of old cases emerge showing similar patterns found by AI
10 Criminals creeped out by cult inform authorities of something not quite right
11 Desperate cultist is exposed and goes on a killing spree
12 A cult leader exposed as a media celebrity or senior VIP

d12 Cult Paraphernalia
1 Tatoos of cult symbols
2 Microbook reader with forbidden cult texts
3 Necklace or wristband with cult medallion
4 Small idol of an alien god, old and from Earth
5 Unique drug with profiles only used by the cult and drug paraphernalia
6 Cult knife, concealable memory plastic or other shapable weapons
7 Old but small grubby book from a cult killed off long ago
8 Mask used for ceremonies and usually hideous or disturbing, might have other uses
9 Robes that fold into a pocket-size pouch and can be disposed of 
10 Additional coms band for cult cell electronic network
11 Weapon d4 1=vibro sword sword 2=shock mace 3=memory metal spear 4=concealable small exotic handgun
12 Basalt smooth stone tablet with a sample of the alien script of the crinoid old ones, from d4 1=Europa 2=Titan 3=Antarctica 4=Mars

d12 Cult Mods
1 Skin colour and pattern change to something distinctive to an isolationist colony
2 Limited vacuum adaptions to cope with minutes of exposure to low-pressure and temps
3 Modified rubbery tissue half damage from bullets, self-seal bleeding wounds 
4 Modified teeth and feeding metabolism to drink blood 
5 Fingernail claw bio implants to pass security, spurs or larger claws possible
6 Adrenal booster +6 DEX for d4+6 rounds once daily
7 Flesh holster with a concealed pistol  
8 Suicide tooth explodes head in case captured
9 Regeneration 1HP per round for d4+6 rounds once daily
10 Berserker doubles attack skill and will not defend self for d4+6 rounds, ignore injuries unless decapitated
11 Partial Bionic Reconstruction +5 HP +3 STR +1 AC
12 Hybrid with features of a servitor species of alien

d12 Cult Special Property
1 Private Biodome 
2 Private garage or hanger with vehicles
3 Cult private VIP mansion or penthouse suite 
4 Private sub-level complexes off the normal maps like bunker or sewer
5 Genetic therapy laboratory and bioprinter
6 Vast industrial complex on a moon, planet or orbital
7 Ancient statue of their god, difficult to smuggle ina temple or warehouse
8 Rundown or abandoned apartment block complex
9 Spacecraft d4 1=private yacht 2=merchantman 3=pirate corsair 4=belter prospector
10 Isolated colony d4 1=asteroid belt 2=Jovian system 3=Saturn system 4=Kaiper belt
11 Studio and scrambled broadcast system for preaching
12 Military drop ship and equipment to arm a squad for a suicide mission 

d12 Security Organisations for Strange Stars Phase One
You could make several of these organisations active to make investigations harder

1 Venusian Bank Bureau of Investigation: CREDO  
- VBBI is an organisation created to secure the financial interests of the Venus Orbital corporate clans. Banking AI has noted unusual behaviours in their human subjects and determined they are a threat to the value of the Venus Coin currency system. After tracking suspicious persons the scale of strange cults has been uncovered. Now the CREDO branch specialises in cult influence on markets and uses Venusian currency. They are not interested in claims about supernatural or alien phenomena but more in the embarrassing criminal possibilities who don't want their currency more regulated. It is directed by the AI unit NAMTAR in the VBBI orbital around Venus. Agents are infamously lazy, sleazy and vice-loving

2 Venus Defence Force: 
Operation Perseus - VDF had some run-ins with cults in orbitals and sabotaging naval facilities. A cult had infiltrated the millitary and was growing. Security AI named KUSU was addressed to head Operation Perseus to search and destroy militant cults. With numerous frigate-based teams investigating cult activity aimed at armed forces personnel or equipment. They have sloppily massacred a station with inadequate evidence and are touchy about it convinced they did right. Willing to bring force to bear but currently in doubt and hesitant

3 Terran Colonial Corp: 
Special Identities Division  - organisation managing prep for colonists to be positioned in waiting lists for future slower-than-light spacecraft set to start departing in ten years. The TCP  created the Special Identities Division to pursue organisations bent on cheating the selection system. First were just corruption and crime but then several secretive cults were found to be behind some operations trying to get a whole cult organisation on a colony module. Many of the outer system colonies are already isolationist and distinct. Some follow pre-modern nationalism or beliefs. Many belters feel they deserve more places for all their work in mining and construction. These mundane groups require special identification confirming protocols and tracking. The new stranger cults have become a new threat. The Special Identities DIvision has its own new orbital station and several frigates. They seem easy-going and polite and utilise robots and drones rather than take personal risks. Currently, the AI unit ENLIL operates the division and will eventually report targets to other law bodies preferring to be anonymous 

4 Terran Transit Authority: 
Advanced Tactical Security Division  - TTA operates inner system transit and occasionally intervenes in the outer system. Surprisingly advanced interceptors with lasers secure certain goods. It discovered attempts to hijack its infrastructure and now takes cults as a serious threat. They set up the Advanced Tactical Security Division to investigate the cult. Headed by AI unit ANUBIS the former crime unit was repurposed to secretly target cults abusing the transit networks from Mercury to Mars. They are still adapting to this role and developing protocols having most recently lost many undercover agents to cults and some who even joined the targets of the investigation. They have several fast patrol frigates with lasers. They still think of cults as deranged criminals evading legitimate transit documentation. From their dealings with crime, they seem weary and tired and are currently confused by their new direction

5 Terran Computational Chambers: Department of Alterations - the TCC directly works carrying out the orders of the computer council of Terra. One of the most secretive complexes in the solar system with vast fortified data vaults. Alterations operatives are under the direction of ORION and are sent on missions to make situations more fortuitous for Terra. They get the best tech, the best bio mods and the best ships, the Hornet Advanced Interceptor Scout. All are also legally deceased when enter service. Mostly nobody knows what they do and they don't leave evidence. They do leave bodies, mindwipe victims and kidnappings to solve problems. It is assumed they are rare or even fictional by most people who never come across them. Sometimes they have been blamed for the disappearances of witnesses and corpses of cultists. A separate organisation helps cover up after the Repairers of Reputations

6 Institute of Selenite Sciences: Anti-Science Ideology Unit - Luna is dedicated to the colony ship program and progress in the sciences. The ISS has noted unscientific attitudes growing in the outer system and began trying to contact some of these colonies to help them overcome their self-imposed isolation. They discovered the wild world of cults in the outer system and were deemed a threat to progress. Anti-scientific ideologies were also attempting to infiltrate colony ship waiting lists. The ISS currently investigate any cults and watch them for links to other groups or crime. The ISS is based at Tycho Crater and has its own university and museum. It also has links to colony generation ship program experts on hypothetical alien life and contact protocol. If they have reason to believe any criminal biological sciences the ISS have access to very efficient science support. AI director THOTH operates the Anti-Science Ideology Unit. It does consider the possibility a cult could find signs of non-Terran life and hide it for themselves. Cult interest in bioweapons, cloning, artificial life forms, and modifying their communities into variant humans are the main concerns considered likely to intervene in    

7 Bank of Mars Regulatory Authority: 
Special Cult Unit - BMRA protects the interests of the standard system currency based on the Martian stock exchange where supercomputers manage the wealth of the system. Currency exchanges are all recorded on Mars Banking computers and all transactions require a reply from Mars to be finalised. This gets slow in the outer system but it is safe, stable and the approved form of marketplace in the system. The Regulatory Authority operate its own millitary frigates and a HiG rapid response force to help protect their currency from crime, piracy, fee avoidance and trying to scam the time lag of transactions. The BMRA monitor crime, piracy, smuggling and economic terrorism against Martian economic hegemony. In recent years miracle-based cults have been singled out as a separate cause for investigation by the Special Cult Unit under the Direction of the AI unit NERGAL. Mostly because of their security risk and infiltration of institutions and current investigations of the many thousands of outer system outposts, habitats and colonies. Mostly the cults turn out to have various criminal operations they can be imprisoned for and unusual claims of cults are not seriously taken 

8 Martian Defence Organisation: 
Project Monolith - The MDO operated most naval bases and official millitary ships made to fight piracy but also to intervene in outer system colony conflicts. The Martian Security Department MarSec or MSD runs secret operations and information gathering. They in turn created Project Monolith. HORUS the departmental AI finds more and more cults moving into the territory of crime and corruption. Cults were strange and not motivated by profit or logic. Project Monolith is an operation to study and infiltrate cults to study them and report on their activity. Agents are given rigorous mental conditioning. Operating from Deimos with its own frigate and merchant ships directly under HORUS. So far they mostly study cults without intervening. They may act through regular law enforcement for final arrests, preferring to sit back, watch and tap other organisations. Agents are cold and ruthless. If something is a threat they may capture it if useful or destroy it 

9 Belter Free Trade League: 
Lone Star One - the BFTL supports independent operators against Martian Credit or Venus Coin preferring barter for goods. Supports belter rights vs. inner world oppression. The league when working to unite the belt contacted many isolated cult colonies and it was revealed how many dangerous groups existed more extreme than the Belt Liberation Army or the Belt Liberation Front or the Belt liberation League. The Free Trade League started Lone Star One to study the comings and goings of cults to see if they were up to anything harmful. One case led to a rogue coalition of colonies sending fighting ships and clone troopers to wipe out neighbouring colonies. This small war was the largest ship-to-ship battle recorded and all started with a cult in a Belter-operated Jovian orbital. Lone Star Rangers track travelling extremists and report their movements and contacts. Rangers are scruffy and use standard belter prospector ships. Other organisations dislike them and don't believe they are legitimate governments. Rangers are believed to have killed some cult troublemakers and used torture. They operate the ORACLE a council of older AI some on permanent parole for past errors and misdeeds. The council is meant to make a more reliable output 

10 Sol Security Federation: 
Special Investigation & Research Unit - SSF or SolSec is a weak body that mostly meets to discuss system jurisdiction interests and coordinates anti-piracy. It had no ships until recently and was mostly a data-sharing and legal policy organisation based in orbit around Venus with the Venus Defence Force. In recent years the long reach of cult infiltration has made the SSF deploy a Special Investigation & Research Unit. The unit has one frigate for its system investigations and operates under the auspice of the AI named NISHUBAR. The organisation is fresh, dedicated and willing to work with local jurisdictions or other organisations. So far they have been following currency trails and looking at the various Belter colonies. Other organisations don't take them too seriously but may use them for inter-jurisdiction negotiations and aid. They are mostly interested in cult corruption in multiple jurisdictions that other agencies struggle with. They may aid and support other organisations with their limited agent resources but they have bigger data-crunching power than they would seem to for a small agency

11 Jovian Free Trade Commission: Anomaly Comision - The JFTC are a weak free trade organisation trying to organise markets within the Jovian system in hopes of becoming the local stock exchange which Mars and Venus don't support. They discovered that as a hub of trade, they had become a popular place for cults, especially Midas station. The organisation lacks millitary ships and weapons but has been investigating financial and criminal cult links. They believe by keeping themselves regulated they can gain independence and won't need the Martian Navy to control piracy. The Anomaly Commission has its own new model AI from Terra ALFRED making it surprisingly competent and connected for what it does. Agents are plainclothed and wear sidearms but call local security or Martian millitary for help. Agents come from all over the system and are selected personally by the AI. They may grow into something bigger yet other powers are keeping them ineffective

12 Kaiper Independence Legion: Cryptic Investigation Unit - KIL is a military force made by members to help fight piracy and stop regional conflict. It is mostly made up of belters and colonies of extremists who all pay upkeep to KIL to be left alone by Inners. It has minimised local conflict and pirates and in the process, it has been infiltrated by several cults who fight for control. Aware other agencies are investigating cults this one is there to help confuse matters, snatch interesting goods and recruit more cultists. In public, they have rounded up some petty copycat cults considered mostly harmless by AI. The 
Cryptic Investigation Unit operate some older AI of questionable sanity ARIOCH, BALOR, and XIOMBARG for data processing. All units were responsible for the slaughter of humans when the machines took over. They are officially decommissioned and just used for research. The cults inside these organisations will independently deploy their own killers, automatons, traps and creatures and sometimes struggle to keep control. There are still honest agents who believe in colony privacy and independence 




Thursday, 5 October 2023

d100 Misions for monks, mystics and martial artists




































In my game, my monks are an unarmoured fighting class that can specialise in one form of combat and gets lots of skill slots. So i can reskin as kensai/sword saints, unarmed mastery, duelists and others dedicated to martial skills. Because anyone can get oaths and spells from alignment fanaticism in my game you could make a more magical or holy or psionic type monk or just stick to being awesome over one weapon and combat. The more duelist type martial artist might use thief or warrior tables.

d12 Monks on the Road
1 Dedicated lone wanderer and d4 1=child student 2=foolish adventurer 3=spirit folk 4=secretly talking goat or piglet
2 Master with a dozen pupils on a pilgrimage
3 Loner on a mission for master
4 Youth looking for master and lost
5 On the way to the monastery and expected soon
6 On a job for the temple d4 1=message 2=trade 3=find runaway student 4=visit shrine
7 Scholar researching the area and writes letters to the temple weekly
8 Wandering martial artists looking for duels and combat experience
9 On a quick errand and expected back shortly
10 Lost students looking for other students scattered when master got in a fight
11 Looking for several other mendicants in the area on the same mission
12 Student on the run and wants to quit is being followed

d10 Quick Mission Types
1 Protect the way
2 Duel other masters
3 Unusual training
4 Pilgrimages
5 Defend the temple
6 Destroy an obstacle
7 Teaching the way
Build places of contemplation
9 Wisdom of Words
10 Mystical Exploration

d100 Missions for Masters of Martial Arts
01 Protect students trying to reach a temple to study
02 Drive away bandits and beasts on the road to a temple
03 Clear undesirables out from our isolated shrines 
04 Recover a stolen artwork used for teaching the way
05 Protect old mountain hermits from bandits and other pests
06 Visit an enemy region in disguise to learn their future moves
07 Protect a shrine treasure from ogres and goblins who desire it
08 Stop outlaws preying on a shrine and its visitors
09 Explore catacombs found in a monastery and ensure it is safe for the masters
10 Slay a creature killing pilgrims and students
11 Wait at a bridge and fight all comers until someone defeats you
12 Battle the master of the whispering mountains on the misty cliff tops
13 Battle the elusive forest hermit but he will require gifts to fight you
14 Battle the master who dwells on the burning mountain in the crater and they will give you a gem if you win
15 Challenge the head of a fighting school or order in public
16 Travel the foetid swamp and battle each of the three dragon brothers one by one
17 Take the sword of the air master if you can. Find them in a tavern drinking
18 Challenge the four masters of the Lion temple
19 A famous expert with your choice weapon is in the city go duel them
20 A tournament of your weapon style is being held with a fine sword as a prize
21 Make a speed run of this cave and claim three treasures from the monsters within
22 Blindfold yourself and fight the beast with a petrifying gaze within this cave
23 Cross this narrow bridge over a pit while men shoot at you with crossbows
24 Challenge the forest spirit to a duel to learn from this honour
25 Run through this trapped dungeon to earn a prize
26 Fight the crow folk of Frosttip Mountain and study their technique
27 Make the fighting hermits sitting on holy poles fight you by annoying them 
28 Enter this giant insect burrow and steal their royal jelly
29 Cross these ponds with dangerous creatures 
30 Snatch a live gremlin with just your hand and present it in a cage to the masters
31 Travel to a distant temple and train with them
32 VIsit a holy relics in a distant shrine
33 Take these scrolls of our secret techniques to our other school far away
34 Visit a foreign land and teach some local students the basics of self defence
35 Climb the 7000 steps to visit the mysterious Lama who knows destiny
36 Visit a distant mountain and train with a tribe of spirit folk
37 Escort a priest taking scriptures and medicine into some dangerous lands to heal the sick
38 Help build a distant shrine in a foreign land 
39 Travel this route and collect a stamp from every temple in your passport
40 Visit and repair all the shrines on a frontier trail
41 A village is surrounded by bandits, find them some fighters and train the villgers
42 A temple is under siege from a noble and needs these urgent supplies
43 A temple in mountains is being attacked by fearsome snow apes
44 A temple is waging a war with a heretic temples and needs your help
45 A school of martial arts is being persecuted by upstart noble thugs and need help
46 A martial artist master who is a drunken slob has taken over a town by force alone and they need help to stop this bully
47 A humanoid or barbarian horde is being raised to sack a temple, save it 
48 Join an army to save scrolls being destroyed byheretics in a monastery they are sacking and to avenge fallen order members
49 A khaos knight and mutant followers have been desecrating temples, shrines and schools so stop them before they destroy another 
50 Defend a library from a humanoid army led by some dark lord of evil (yes another one)
51 Slay the hydra guarding lost books and scriptures
52 A villain who quit our order has started their own school go and eliminate this heretic
53 Go slay the monsters inhabiting a former monastary
54 A noble is against our order and favours our enemies. Prevent the noble causing problems now and avoid troubles later. 
55 An evil order has a secret monastery, find it and make the leader disapear
56 Join the order of Assassins Island tournament and use it to get close to kill a heretic misusing our order secret knowledge in the event. Try to kill them in the ring so nobody suspicious
57 A necromancer made undead from one of our orders tombs so ko stop them ever casting a spell again
58 A monster dwells in a ruined shrine and it must be destroyed so the shrine can be restored
59 An enemy idol is being moved to a new location. Find out where and if possible sabotage the move so the statue is lost
60 A vile temple of fighters has been detected in our region and it now tries to help the nobility which will be bad for our autonomy. Destroy the temple and its heretical master
61 Recruit an orphan per level to be students eyat the school
62 Take on a student, the illegitimate child of a noble, the influence for us will grow with this relationship
63 Take students on a raid against d4 1=bandits 2=cult 3=goblins 4=orcs
64 Take a team of students of a battle royale competition and prepare them well
65 Watch and advise this student and protect them from unfair duels and competitions
66 FInd and return students distracted by alcohol and lust, give each a good beating
67 A promising student has fled make sure they return safe and are not tempted to join our enemy order
68 Help an old master and students travel to a new city to start a new school
69 Make a fake attack on the monastery and don't harm any students trying to stop you and wear a mask or something and don't get caught
70 Students carrying master up a mountain are struggling against the gibbering carnivorous ice ape creatures and need help
71 Build a new shrine and a shelter for pilgrims
72 Make a village a new well
73 Build a bridge where needed
74 Help protect labourers in a quarry from a monster
75 Supervise construction of a large bronze d4 1=bell 2=idol 3=gates 4=temple roof
76 Help build a wall to protect a monastery and its crops
77 Help build a monument to a great master or deity
78 Help flense the flesh from the dead and arrange bones in an ossuary, catacombs or mausoleum
79 Build a house for some local need to help common villagers
80 Make a monumental rock relief carving dedicated to your creed
81 Write a treatise on combat or some art form
82 Copy a famous holy book just find where it is first
83 Translate a foreign or ancient book into a modern scholarly language
84 commission an illustrated manual on some speciality field for nobility
85 Write a transcript of the forbidden walls in the caverns of the old ones
86 Seize books from the library of an enemy
87 Transcribe the life story of a dying noble of great fame
88 Document the fighting style of a rival sect and write a treatise on it
89 Compose a literary work and share ten copies with libraries 
90 Take a book from faerie land or hell
91 Ascend the magical golden staircase that appears again on mount Sungeld
92 Enter a cavern path to the underworld and bribe the ferry keeper to take you to see the underworld. Return and share what you saw
93 Capture and tame a flying beast on a sacred mountain
94 Enter a martial tournament of the changeling spirit folk in a hidden non-human temple
95 Duel a spirit folk causing commoners problems and make it agree to leave or behave
96 Visit the court of a spirit noble of a region or river or sea and offer to demonstrate our 
97 Speak with three spirits on a journey into the wilderness and learn their mystery 
98 Win a duel on another plane with a local spirit in human form
99 Find and duel three changelings hidden in a community of humans
100 Enter a martial tournament for monsters and claim a lost relic as your prize

Wednesday, 4 October 2023

d100 Sorcerers Cult Missions



As I add these and work on my homebrew revision I will just point out that my sorcerers can pick any spell list on creation and I will probably use it for my non-adventuring cleric/templar priests. I will also add or rather put back a second slower spell progression table for clerics, bards, elves etc. Witchcraft is unlawful spell casting, but sorcerers are probably more prone to cults and calling themselves witches in my game. If you not sanctioned by the church what are you? You are probably a witch.

Arcane sorcerers much like wizards just lazy and talented preferring hedonistic cults
Divine sorcerers channel miracles and are a saint-like cult and church agents
Nature sorcerers channel earth powers and serve in rural rustic cults
Mentalist sorcerers channel mind powers and often gather personality cults
You could use priest or other tables for legitimate church casters 

So in my game sorcerers can pick any one spell list and I'm currently doing some tweaks for class balance making sorcerers slightly better. I use the divine ones as rank and file non war priesthood who channel miracles that are talented at rather than choose their prayer armaments like cleric-priest-templars do. Monks are a working administrative and fighting order without magic.

d12 Common Sorcerer Types
1 Prophet of a legitimate church attuned to a saint - divine magic with holy components
2 Rune Master a barbarian wise one attuned to powers of the runes - divine magic with Text components
3 Sage wise one philosopher hermit attuned to great spirit powers - divine magic with animal components that draw on animal power
4 Fey Walker are attuned to a faerie power and will aid other minions. Many are close to plants and spirit folk - nature magic 
Seer of a nature cult attuned to some natural power or even faeries or elemental powers - nature magic with herbal components
6 Diabolist (devil magic) or Demonologist (demon magic) linked to a wicked planar master- arcane with ichor components
Elementalists (fire walker, earth walker, water walker, air walker) are attuned to an elemental power - arcane with alchemical components
Mystic are attuned to powers and minds from beyond our reality - mentalism with crystals or geometry texts for componants
 crystal components or Dream Walkers are attuned to a power of the dreamlands or nightmare realm who specialise in entering the dreams of others to manipulate them - mentalism with narcotic components
10 Witch cultists are in a coven of similar powers whose practice is deemed criminal by law - any type of magic list but prefer fetish components
11 Dragon Walkers are reptilian magicians attuned to draconic and reptilian gods of old - arcane mostly but any possible with blood components for evil and treasure components eaten for good and use reptilian shedding, scales and body products of dragons for neutrals 
12 Death Walkers attuned to powers of death, night and underworld - use any magic list favouring killing spells and use animal components or if evil use souls

d12 Common Component Types
1 Holy - use a blessed holy symbol or a drop of holy water or oil per divine spell level (100 drops a bottle)
2 Alchemical - mineral materials as used by alchemists can be purchased or mined
3 Herbal - common herbs can be gathered d4 doses per day uncommon are per week or can be purchased
4 Animal - rare and exotic creatures' parts like horn, tusk, hair, feathers, scales, glands or teeth, scales or teeth. Often powdered or turned to ash and eaten. May swap for bones at any time but its forever 
5 Text - words of power written on scrolls or ribbons that burn or clay tablets that break when used. Might be sacred words from tablets of destiny or ancient stones. Some instead inscribe fine paper with calligraphy which is consumed in casting. Other materials to write in in a pinch could be used if desperate
6 Fetish - small hand-crafted figure or symbols more labour and material cost for higher levels. Users often like to make automatons and constructs as guardians
7 Ichor - blood from demons, devils and daemons 1 drop per level. bottle per HD. Can be milked from an imp or larvae in a week without harm if fed on mortal blood. Ichor in use smells of sulphur
8 Treasure - gold, gems, jewellery, and pearls can all be sacrificed as components by eating them
9 Blood - drops of blood 1HP per level from self or others popular with trolls and evil. Blood feeds spirits and are always hungry
10 Narcotic - take drugs while casting and get high for spell preparation often prone to visions
11 Bones - a dried skeleton has a d3+1 level worth of bones from a person or animal. A fresh body with marrow-filled bones has double the amount of material. Carry a hatchet and a sack
12 Souls - a bottle of distilled human should also be good for bribing evil beings, 10 sips per bottle a sip per level. A skill taught by blaspheming demons or devil tutors in the black library where students get free tuition fees for training in wicked magic. Ritually murder a dying person in pain and a skill roll to harvest a bottle of soul fluid. Evil beings love it
 
d10 Quick Types
1 Fetch stuff
2 Cover up
3 Festivity
4 Punishment
5 Rivals
6 Search & destroy
7 Arbitrary 
8 Pleasant Influence
9 Dream quest
10 Patron ancestor

d100 Sorcery Cult Missions
01 Fetch drugs, lots of them and be quick about it
02 Fetch some ornate glass decorations for the cult devotional building
03 Fetch incense required for ceremonies 
04 Fetch ornate rugs and wall hangings for the cult meditation room
05 Fetch ornate crystals for students to gaze into in the search for power
06 Fetch food for a feast to impress the congregation feast coming up
07 Catch an exotic beast to cook for an upcoming feast day
08 Fetch an artisan from another town to decorate the cult building
09 Collect a fine selection of exotic wine and liquor for the cult leaders
10 Convince a merchant to offer the cult cheap luxury goods
11 Calm some troublemakers so no angry mobs form
12 Convince authorities that the cult is harmless and only brings prosperity
13 Find who called inquisitors or witch hunters to area
14 A minor cult member died and to thwart any accusations, go to their home and collected any cult paraphernalia
15 Bribe officials with gifts so they tolerate our cult
16 Cover up a mysterious slime trail so locals don't blame the cult
17 Find some missing children so people don't blame the cult and earn goodwill
18 A villager was killed by magic and local leaders want a witch hunter to investigate, find who did it so the witch hunter has no need to visit 
19 Cows are off milk and chickens stopped laying. Find out why so locals don't blame us
20 Someone found some old cult books in the attic. Go fetch them and don't let anybody know
21 Keep the village busy with free grog so nobody notices the cult activities at night
22 A visiting cult leader requires a feast, try and find a memorable treat to impress them
23 The cult requires sacrificial animals. Buy some but don't let on what they are for
24 The cult has a secret feast for non-human guests so find them food they will be impressed by so our leaders look good 
25 A sacred feast is to be held and you must guard the trail so no outsiders intervene
26 Go to the city and hire the finest prostitutes you can find for a ritual orgy this weekend. If you perform well you may attend
27 A cult member gambled away a cult relic go retrieve it for a feast ritual we need it for
28 Before our next high holy day make a deal with a drug dealer so we are well supplied
29 Attend the masters and guests at a bathhouse during inter-cult negotiations. Dont mess this up
30 Guide cult pilgrims in dangerous locations so they can avoid roads or witnesses 
31 A cultist stole the master's drugs and must be punished. Hunt them in the forest and bring them back
32 A local keeps blaming problems on the cult. Finish them but make it look like an accident
33 A member left the cult and joined another and has been blabbing our secrets. Finish them
34 A group of zealots beat a member of our cult so return the favour but don't let them know why
35 A member was interrogated by the law and must be silenced. They are still in lockup so make it look accidental
36 A suspicious old person might have seen cultists at night. Make her seem unreliable or crazy so nobody cares
37 Some rich youth thrill seekers in our cult have been sloppy at keeping secrets, go give them a beating
38 A farmer has found a relic of our cult, go take it and scare them into compliance and silence
39 Someone intruded in our secret sanctuary, find them and bring them to the master before they talk
40 A cult member has moved on and started a new cult without permission and it seems to be in part a gambling racket. Demand a cut for our cyl
41 A new cult is competing for members. Find them and show our superior skills
42 A new cult has sucked the market of drugs and ritual candles, find them and get us some drugs 
43 A cannibal cult has eaten a  few of our members so stop them
44 A draconic cult indicates a dragon may be close, find its lair and inform adventurers
45 The remains of an older cult lair has been found by a member, go explore it
46 A rival cult member revealed a secret door in a tree to the cult shrine go ron them and wreck the joint
47 A rival cult in the area has secretly moved into the area, try to get a witch hunter or inquisitor to punish them and not bother us
48 A rival cult is trying to frame us for murder expose them and get an angry mob to punish them
49 A rival cult is in the area but seems to be more about demonic chaos and cruelty than having a good time. Expose them to the mob who will tear them apart
50 Someone in the village saw cultists by night and it wasn't us. Go find them and report back to the master
51 Duel a rival sorcerer sect member to battle in public and win
52 Destroy a specific creature in its lair and bring its powdered horn to the master's sanctum
53 Blast a specific building to rubble or ashes and don't get caught
54 Silence an influential official who has it in for our sect in public debate
55 Find a splitter who has left the order and started their own copy cult without our masters getting a cut. Go get our money or their head
56 A witch hunter causes us of heresy go kill them
57 Someone stirred up the mob to kill one of us, find them and finish them, leaving no evidence
58 We require a dozen non-human corpses for secret reasons go get them
59 A local sheriff has been persecuting us, kill them and scare away their deputies
60 Locate a rival cult leader muscling in on our enlightenment go drive them away
61 Stop anyone crossing this bridge for a day
62 Stand on this hilltop at dusk and stay there until dawn
63 Mark this prominent hill with this symbol where many will see it
64 Kidnap this corpse and destroy it before a priest can speak to the dead
65 Deliver this wagon of coffins to this warehouse at night avoiding watch or tax collectors
66 Take these packages to these people and do not look at them, leave before they are opened
67 Attack the first person you see wearing the wrong colour
68 Avoid anything the wrong colour and try not to look at it
69 Want to borrow your shadow for a few days
70 Go to this place and drink the mutagenic ooze found there
71 Enjoy a pleasure barge and indulge in all the vice you can 
72 Donate to the gods of love and wine and join in their festivities
73 Put on the best cult orgy for the year
74 Put on a fabulous feast to impress our peers and masters
75 Retire to a pleasure inn and enjoy three new things to excess
76 Donate a gift to a leader of a faction or rival cult to help fortify bonds between us
77 Put on a wonderous show and entertain the mob at a specific time and place
78 Entertain a noble and gain their favour, then get close and advise them to choose an action benefiting us
79 Take a group of easily influenced youths and get them to serve our cult willingly
80 Lead a meeting with another cult to negotiate and make peace
81 In drug-induced dreams on the border of dreamlands and nightmare realms battle your greatest nightmare
82 In a famine-induced vision quest taking d6+3 days see a vision of your possible future
83 Confront your ancestors while you fever visions from these mushrooms
84 Take back your stolen shadow from a nightmare creature in dreamland
85 Take this drug and plunge your mind into a previous incarnation to experience the age of dread monster kings in person and experience your ancestor's enslavement
86 Aid this master in the dreamlands of this troubled person against some nightmare
87 Take this poison and don't throw up, sneak into a fortress of the nightmare realms and plunder magic and lore
88 Someone's nightmare creature is roaming the streets which is bad for cult business. Go destroy it and clean up what you can anonymously 
89 Visit the faerie land through the borders of the dreamlands by taking these herbs
90 Smoke this wizard pipe and wander the dreamlands to confront yourself
91 Ancestral being requires a minion of an enemy to be destroyed
92 Great spirit demands you stop the workings of an enemy cult at a secret location
93 Hear your inner voice telling you to claim your destiny and the location of a magic item
94 Elemental cults can both be slowed by using them to fight and help our patrons
95 Communion with the overmind shows you shows you where a talented youth lives who must be saved from perilous forces seeking to corrupt them 
96 Council of alignment powers visit you in a vision to want you of an enemy you will shortly meet on your travels
97 Mystics offer to bring you closer to the true source of your power and bloodline if you enter this fearsome cavern and travel to a shrine in the deep
98 Astrologer inspired by celestial court informs you of a monster you must destroy as it is your destiny
99 A powerful totemic being awakens in your mind to a dangerous creature causing trouble in the area. Stopping it will make the locals grateful to our kind
100 Boiling blood in your veins directs you to travel into the mountains alone to battle a creature in a lair guarding a treasure used by your kindred long ago

Monday, 2 October 2023

Rate Your Cult Factor





































A countdown mechanism for my current Patreon sf adventure and my campaign. But this mechanic and form could be used for a few styles of game genres and doesn't care about your system.

Table one is a list of events you can trigger once and tick off

Higher in the list events are harder to achieve vs earlier simple things to escalate your problems

Table two is where you record your event points and shows the increasing level of cult hostility

http://elfmaidsandoctopi.blogspot.com/2012/11/cultists-in-space.html
http://elfmaidsandoctopi.blogspot.com/2012/11/cultists-in-space-2_10.html
http://elfmaidsandoctopi.blogspot.com/2012/11/cults-in-space-3-exploratation-in-space.html

Cult Encounter Factor Checklist
Cross each event and for each also tick on the Cult Factor track 
⬜ Witness a cult activity and spotted
⬜ Search a cult location
⬜ Question a cultist about cult affairs
⬜ Research cult interests with public sources
⬜ Ask lots of public questions about the cult 
⬜ Violence against a cultist
⬜ Enter a secret cult shrine or temple with force
⬜ Steal from the cult wealth
⬜ Steal forbidden knowledge of the cult
⬜ Stop a ritual or supernatural manifestation
⬜ Expose cult to public scrutiny or mob
⬜ Expose the cult to an investigation by authorities
⬜ Save innocents from cult harm
⬜ Destroy a cult relic or location
⬜ Cause cultists to be arrested or investigated by law
⬜ Kill a cultist
⬜ Kill a cult cell
⬜ Kill a cult leader
⬜ Kill a supernatural minion
⬜ Destroy a supernatural manifestation

Cult Reaction Factor Track
Cross each event and for each also tick on the Cult Factor track
You can customise these results for each cult 
1 Cult cell will surveil for a while and intervene if targets seem to be enemy
d4 1=one cultist follow for d10 hours 2=two cultists follow d10 hours one better hidden 3=cell take it in turns to follow for d10 days 4=cult investigate and stalk for a month
2 Cult will arrange an accident or employ a third party to cause party trouble
d4 1=gang 2=desperate 3=proffestional goons 4=criminal syndicate or guild
3 Leave a threatening warning
d4 1=fetish 2=corpse 3=blackmail note 4=graffiti and vandalism
4 Cult permanently surveils enemy and uses connections to learn about them 
d4 1=dedicated cell 2=serveil homes 3=hire contract investigator 4=supernaturral divination
5 Specialist assassins called in to deal with the problem
d4 1=hooded cultist assassin one target at a time 2=criminal gang professional 3=mercenaries 4=adventurers by deceit or just money
6 Cults use any influence they have to cause trouble and spread slander
d4 1=;legal complaint (possibly fraudulent) 2=taxation or government red tape 3=framed for murder 4=framed for heresy, treason or terrorism
7 Cult make a horrible warning or revenge murder against some soft target
8 Cult cell or coven will be sent to attack or capture an enemy or destroy property
d4 1=cell makes hit and run attacks 2=cell destroys property of foe 3=suicidal attack using dangerous location, weapon or creature  4=cult use supernatural attacks
9 Cult calls some allies for help bringing in another cult or faction
1=a larger chapter called in 2=another cult steps in to take charge 3=a cult specializing in murder or killing is bribed 4=non human
10 Cult summon possibly supernatural minions to slay enemies
d4 1=small sneaky cunning vermin 2=dangerous creature 3=construct or automaton 4=sentient servitor species
11 Call several possibly supernatural entities to destroy cult enemies or a greater minion
d4 1=as per 10 but d4+2 2=powerful sentient otherworldly abomination creature or construct 3=squad of armed 
sentient servitor species 4=swarm of alien vermin or automation 
12 Cult manifest their deity to call on it for aid 
d4 1=turn cultists into alien servitors and the cult leader becomes an avatar 2=destroy everything and evidence at the site including the cult in a mysterious disaster 3=spawns huge servitor species 4=a titan walks causing a major historic disaster

Extra Cult Flavour

d12 Where do they hide?
1 In a legitimate business or industry
2 In a club or fraternal organisation
3 In a legitimate religious or philosophical organisation
4 In a criminal gang or syndicate
5 In a home or housing district or block
6 In transport or trade and always on the road
7 In a recreation venue like a bar or nightclub
8 In wilderness or parkland
9 In subterranean passages, sewers or tunnels
10 A government office or department
11 In a ruined or abandoned place 
12 Within a security or defence department

d12 What other dodgy stuff do they do?
1 Cannibalism
2 Spreading disease, contamination or corruption 
3 Looking for the heritage of their cult in the past
4 Collecting forbidden, obscure and strange information
5 Dealing in vice-like d4 1=booze 2=gambling 3=sex 4=drugs 5-6=all of 1-4
6 Smuggling contraband goods banned or taxed by state
7 Slavery and kidnapping plus take a few for the cult use
8 Revolutionaries, traitors, rebels and traitors against the state
9 Encourage public bigotry via slander and pro war
10 Spread rumours, slander and false information to underne order
11 Operate a generational breeding program for hybrids and unnatural abilities 
12 Deal with non-human species for technology and knowledge

I may tweak costs to climb the scale but will try this out and make a form for it so I can track multiple cults in the campaign area