While the alien necrobion nanovirus has been ravaging the earths populance, mutation spores get less attention. Mutants might pass as human and live in human comunities but most are driven to the wastes to live with their own kind. Mutation spores a second wave of alien attack infect living things and often remain dormant or just kills the next generation at birth. Spores that remain dormant may activate in toxic, infected and radioactive environments. The spores keep host alive and help them survive in contaminated places. Mutants thrive in worst of environments which helps them grow and remain out of sight. Animals may be mutants ans some human mutants no longer look human. There are things that nobody can identify. Blobs of protoplasm with forming and dissolving mouths and eyes screaming in the waste. Zombie mutants are possible.
Mutants might be rare mostly or common in contaminated zones. These represent small groups you might meet in the waste. Being outcast they recycle and use older tech stolen or abandoned. The more extreme mutants in a gang who cant hide under a longcoat and hat are often hidden from outsiders. Some mutants with little cosmetic variation but subtle powers exist, they often live among humans and even get recruited by corp, criminal and state bodies.
People hate mutants mostly but city people see less extreme ones and think they are safe. Urban folk don't realise how many mutants there are inthe wasteland. Some registered mutants with employment and obvious mutations are allowed in urban areas. Many think mutants are contaminated or diseased (possible) so no mutants signs are common in rural towns or shops.
Many of the more extreme mutants can produce viable offspring with other mutants of different species.
You might want to roll lower than d10 dice on these tables closer to civilization.
d10 Quick Mutants
Basic types but you could ignore this - the big table goes into more detail
1 Vagrants - destitute homeless wanderers
2 Nomads - wanderers with tight communal family and tribal affiliations
3 Survivalist - well armed often in a bunker, paranoid and pro segregation
4 Tribal - settled communal villagers who just wat land and to be left alone
5 Gang - violent marauders looking for trouble and turf
6 Labourers - workers often exploited
7 Criminals - professional crime gangs motivated by profit
8 Cultists - cults with pro mutant agendas
9 Mercenaries - fighters for hire, well armed
10 Agents - well paid and equipped perform missions for state or corps
d10 Numbers
Some descriptions imply numbers others don't, so feel free to use this when needed or assign what you like. Implied numbers or rolled on here or made up it's your choice.
1 Solo mutant d4 1=campsite 2=cave dweller 3=shack or humpy 4=ruined house
2 d3+1 companions d4 1=campsite 2=cave dweller 3=shack or humpy 4=ruined house
3 2d4 pack d4 1=campsite 2=cave dweller 3=shack or humpy 4=ruined house
4 2d6+2 clan d6 1=camp 2=cave 3=shack 4=ruined house 5=large ruin 6=fortified house
5 2d8+4 mob d6 1=camp 2=cave 3=shack 4=ruined house 5=large ruin 6=fortified house
6 2d10+10 gang chapter d4 1=camp 2=ruined house 3=large ruin 4=fortified complex
7 2d20+10 band d4 1=camp 2=road train 3=large ruin 4=fortified complex
8 6d12+20 gang d4 1=camp 2=road train 3=large ruin 4=fortified complex
9 1d100+20 tribe 1=camp 2=road train 3=large ruin 4=fortified complex
10 2d100+50 nation 1=camp 2=road train 3=large ruin 4=fortified complex
d10 Mutation Factor
Hurley's Mutation Scale indicates amounts of mutation which can be rolled or chosen or a group might have a mixed society. More advanced mutants are more insane and more preoccupied with food, sex and survival. Often incapable of speech and totally alienated.
1 minor cosmetic birth defect (extra finger, crazy hair, weird growth, skin colour)
2 several cosmetic changes and 1in4 chance of major health problem
3 major cosmetic changes or appearance of human hybrid
4 new organ or body part resembling non human creature
5 Several new organs or body parts and 1in4 chance of major health problem
6 Janus like additional face or brain or hidden siamese twin or extra head
7 Mass extra limbs on body d4 1=tentacles 2=crab claws 3=tail 4=arms 5=legs 6=antenna
8 Chimera of hybrid species body parts, 1in4 mute and has no human parts
9 Sphynx like chimera but with a human face, can talk and some odd parts human
10 A shoggoth like amorphous gelatinous blob with mouths and eyes and tentacles
d10 Mutant Tech
Only use this when needed, most mutants use discarded tech but some modern and well equipped enough to surprise you. If you need a mutant road gang roll a d8+2 instead.
1 Stone age tribal with crude scraps of tech turned into tools
2 Living with vintage pre 20th C tech and crafts
3 Mixed pre modern tech with some salvaged from scrap heaps recycled tech
4 Improvised tech from scrap heaps often inferior
5 Functional tech but recycled and second hand
6 Second hand and discarded tech well serviced beyond normal life
7 Modern tech but battered and well used, often customised
8 Functional but slightly dated tech well looked after
9 Modern tech in good and fairly new condition
10 Latest corp tech with some advanced items
d100 Wasteland Mutants
01 Vagrants looking for food and supplies, fearful and hateful
02 Vagrant plague carrier in poor health, alone and desperate
03 Vagrant necroplague carrier turning into undead
04 Vagrant war veteran looking for food can be pushed too far, 1in4 cyborgs
05 Vagrant jolly swag man looking for work or things to steal
06 Vagrant hideous creature with foul cravings, covers appearance in tattered rags
07 Vagrant child mutant with dangerous powers or toxic contamination
08 Vagrant lab experiment on the run, hungry and desperate
09 Vagrant former celebrity now a hideous cam shy freak who eats garbage
10 Vagrant office clerk now mutant looking to help people with books and taxation
11 Nomads wandering the waste looking for roadkill or anything organic to run biofuel plant
12 Nomad tribal hunters & gatherers of aboriginal decent, use fleet of salvaged vehicles
13 Nomad hippies in body paint looking for seasonal drug cropping or sex work in bus fleet
14 Nomad clan of communist revolutionary protesters on mad crusade in bus fleet
15 Nomad clan of farmer folk seeking new lands free of blight in fleet of farm vehicles
16 Nomad clan of herders d4 1=cow 2=sheep 3=emu 4=triffids with off road vehicles
17 Nomad clan of Christians who offer food, entertainment and preaching in bus fleet
18 Nomad clan gang of maniac raiders looking for victims
19 Nomad band of crusty hippie teens in broken fleet of crap, living to party and steal stuff
20 Nomad gang charge tolls to strangers in territory
21 Survivalist band paranoid, ready for war and sure humans are plotting to kill them
22 Survivalist mutant supremacists at war with humanity in pickup trucks with bunkers
23 Survivalist mutant truckers freighting fuel and food for cash
24 Survivalist cult who thrive in holy toxic dumps they build shrines and camps in
25 Survivalist mutant kids hostile to adults, dwell in bunker, sometimes with a nannydrone
26 Survivalist homo superior activists with colourful uniforms, codenames and secret bases
27 Survivalist psychic albino cultists hide from the sun and normal humans
28 Survivalist militia act as a separate nation military state all members have a rank
29 Survivalist gun lovers afraid "guvnmt out to get our guns", dwell in old armoury
30 Survivalist operating a covert space program: d4 1=mining 2=colony 3=pirate 4=drug lab
31 Tribal ferals bored but keen on torture, cannibalism and tormenting normal people
32 Tribal carny folk who entertain and rob, willing to go dark carnival when locals relaxed
33 Tribal community of ex farmers looking for land or work, have scattered gang compounds
34 Tribal group of traditional land holders following game, wary of whitey but willing to work
35 Tribal group of bus dwellers whose suburbs were covered in sand, desperate for homes
36 Tribal travelling freak show who have given up on humanity, many are monsters
37 Tribal mutant cyborg war vets with bootlegged overclocked cyberwear, ready to rampage
38 Tribal clan of drug dealers with lab and hydroponic trucks with gangster guards
39 Tribal warlords of the wastelands, neo barbarians out to destroy civilization
40 Tribal cyborg test subjects led by a superior mutant, all angry and hate humans
41 Gang carving out turf and collecting toll, discount for mutants to attract more to area
42 Gang from the city fringe slums making a seasonal cross country trek
43 Gang of the wasteland out to brutalize humans and recruit a mutie army by force
44 Gang on the warpath fighting another tribe and wary of all strangers
45 Gang recruiting for muties to toughen gang, willing to abuse humans to locate mutants
46 Gang of warlords out to show presence and collect taxation in their new territory
47 Gang of mutant pride vigilantes trying to undo the harm caused by evil mutants
48 Gang criminals bushwhacking any targets that might have cash or parts or slaves
49 Gang out on suicidal rampage hoping to become famous for meaningless slaughter
50 Gang with exposed brains on killing spree to prove superior intellect
51 Labourers tilling fields, mixing compost and manure. Surly, miserable and stinking
52 Labourers digging ditches by roadway will go crazy if any speed past road work signs
53 Labourers repairing roadway, signaling to slow down 1in3 chance of ambush
54 Labourers marching to factory or possibly lining up or driving to sweatshop
55 Labourers with slave collars and being led by inbred redneck hillbillies
56 Labourers herding farm animals that might stampede herd if scared
57 Labourers with lobotomy scars being directed by redneck scientist with remote
58 Labourers of sex trade by roadside d4 1=no pimp 2=mutant pimp 3=human pimp 4=gang
59 Labourers fruit pickers following seasons in trucks and buses, often uneducated trash
60 Labourers miners who have covered area with mines, claymores and defences
61 Criminal enterprise charging protection. Like flashy cars, jewelry and fighting cops
62 Criminal sex slavers looking for slaves or out offering use of their prisoners
63 Criminal organleggers harvesting bodies with refrigerated trucks and ambulances
64 Criminal hackers on the road with paranoia, satellite dish van and guard bikes
65 Criminal pirate mutant radio station with broadcast truck, band vans and guard bikes
66 Criminal cyborg enforces of a major criminal organisation but low caste wasteland goons
67 Criminal Japanese cyborg mutants out to prove self on worlds harshest roadways
68 Criminal gambling syndicate run mobile casino with mob enforcers for debt collecting
69 Criminal carjackers looking for any quality or vintage parts they can capture
70 Criminal grifters with persuasive and other powers they use to scam and fleece folk
71 Cult of the Atom, in irradiated vehicles, seek toxic waste to pollute areas
72 Cult of the Chimera worship mutant things who no longer have a human form
73 Cult of Cthulhu a aquatic hybrid mutant cult, follows waterways or sell water in deserts
74 Cult of Undeath, deliberately expose selves with small doses of zombie plague
75 Cult of Chaos worship demons and like bloodletting, mutilation and human sacrifice
76 Cult of Hastur call horrors to earth like undead and space demons and the King in Yellow
77 Cult of Nyarlathotep help the elder gods to return, often hide openly as a christian sect
78 Cult Moloch the machine god, helping the machine god achieve consciousness
79 Cult of the Alien are plague infected cyborg mutants craving the torment of human kind
80 Cult of the wasteland serve entropy, nihilism and the destruction of civilization
81 Mercenary team of vets exposed to mutagen in army then kicked out
82 Mercenary team of elite military on the run from prison sentence now helping people
83 Mercenary bounty hunters looking for bounties and wanted fugitives
84 Mercenary mutant wasteland scum in tribal dress and hired by gangs to fight gangs
85 Mercenary group mostly work with militias to exterminate local gangs
86 Mercenary force on mission but cocky enough to expect everyone gets out their way
87 Mercenary increasing local tension and violence for third parties secret scheme
88 Mercenary force who defend local mutants for cost only
89 Mercenary force of local despot out looking for trouble
90 Mercenary force of a corporation cleansing a area around company property
91 Agents of a corporation selected to assert corp interests in contaminated zones
92 Agents of Space centre looking for space junk fallen from space to reclaim
93 Agents of a corporation slumming it in wasteland disguised as locals spying
94 Agents of a corporation, well equipped in snazzy uniforms on a mission
95 Agents of the government identifying trouble makers and some wetwork
96 Agents of foreign country on a local mission of profit to foreign nation
97 Agents mutant control authority, trying to convince mutants to settle gov reservations
98 Agents with psionic powers working for a secret society
99 Agents of mutant rights group looking for ant mutant groups or exploiters
100 Agents of evil genius out on a mission to aid the leaders grand designs
Will follow with a mutant NPC table with specific individuals some day
Cults, Cartels and Corporations might be handy
Monday, 13 July 2015
Friday, 10 July 2015
d100 Druid Eggs and things

Druid EggsAncient druid cults could magically create these eggs that tradition says only nobles and heroes may open them. They are found in ancient hordes, barrows and grave mounds as great treasures for the next life. Scholars debate did the magic allow men and/or women to lay eggs or could they used spell on anyone possibly as a punishment. The earth goddess temples seem to have stockpiles of them. All tales could true among the old tribes. Kings claim all eggs found in their borders so you probably should get approval or never get found out if you open it.
A Druid Egg has a level minimum score limiting lesser level adventurers from opening a egg. Typically 1d6 but that still limits zero level typical humans to being unable to open properly. You know by touch if you could open the football sized terracotta hard painted eggs. If you smash it anyway you take the egg's level limit in d3 if within one yard radius blast per egg's level limit. When a true hero opens the egg by crumbling the terracotta as if unfired or like a chocolate egg. A clash of ancient vocalisations, drums, horns and cymbals is head when opened. Light might flash from inside the egg when the shell is opened. Inside is a magical reward of the old druids or a forgotten subcult. When a egg grants an effect on the openers body the released energy appears to enter the mouth as the hero eats the egg. Druids might used these eggs to become viable creature eggs with spells to create hybrid monsters so a few of them get mixed up. Some say Dragon eggs might have similar properties they are just harder to steal.
Identify will not predict the egg's contents. Divination might. Druids just look embarrassed if you ask. They wont tell.
d10 Druid Schools
1 White druids or high healers
2 Red Druids or blood druids
3 Green Druids of the land
4 Brown druids of the beast lords
5 Dark druids who commune with the dead
6 Yellow druids who dwell in wetlands and savage jungles
7 Scarlet Druids who command fires of war and craft
8 Blue Druids of the waterways and seas
9 Grey Druids who command weather and air
10 Black Druids who dwell under the hills
d100 Druid Eggs
01 Heals all wounds
02 Reduces physical age to equivalent of 15+1d4
03 A cloud of 5d6 doves fly out, each dove can heal 1d8 on a person
04 A dove companion familiar hops on your shoulder +1 to all your saves and AC
05 Sunlight pours out illuminating 5d6" radius for 2d6 days where nobody can start a fight
06 Struck by light, if save now have true sight if fail blinded with white eyes
07 A freed angel arises and grants you +1 on your lowest stat
08 Power of Law and ultimate finality flows into you, 2d6 next dice rolls auto-succeed
09 Brings back a loved one from dead (d4 1=resurrection 2-4=reincarnation)
10 Heals disease, breaks curses of undead or lycanthropic or planar taint
11 A geyser of blood erupts bathing opener, grants agelessness if they drink human blood
12 Regenerates as a troll 1HP per round for 1d3 days
13 For 1d6 days can smell blood within 1"/lv, can taste different species and flavors
14 Over next 1d4 days a adult clone buds from the opener with identical memories
15 For 1d6 days caster has a +1 attack in the form of a 2d6 bite from hideous unfolding jaws
16 For 1d6 days half all damage you inflict that draws blood you heal half that amount
17 A great red gem which grants +1 STR if implanted in your body
18 Once a day you can change to and from a animated red liquid which cant carry anything
19 Whenever you sacrifice enemy blood to a tree you get 1HP (Max of 1HP/lv/day)
20 Will age but will not die of natural causes no matter how decrepit
21 Opener can speak with one species of plant per day
22 By meditating can tell if any unnatural affronts to the land within 1 mile per level
23 Can sleep for any amount of time in the form of a tree, can set time or awake if harmed
24 A seed that will grow in d6 days into a pod plant that will grow a dream lover inside
25 From each of 1d6 seeds will grow elven harlots who will hang around for 1d6 days
26 From 1d6 seeds will grow some kind of monster plant being full grown in d6 days
27 A tasty nut if eaten user becomes a plant being not needing to breathe or eat
28 User can sense elven or faerie gateways or plane shifting within 10"/lv
29 Grow a metal tree in d6 days, fruits worth 1d6x100gp rest can make a +1 weapon
30 Great black seed that will grow a mile wide thorn forest in 1d6 months
31 May shape shift as a druid once per day and back into ancestral spirit beast species
32 Adds +1d6 HP to characters maximum
33 A intelligent animal familiar inside bods to opener, typical under 2lb
34 A fabulous adorable mount or guard beat leaps out growing full size in d6 days
35 A fabulous hostile beast emerges to full size with at least one magical power
36 Opener engorged with power and 1d6 days later gives birth to a beastfolk or abhuman
37 A fabulous animal reproductive body part if eaten gain +1CHA
38 Can speak language of one species of beast per day
39 Always produces more children +1d4 in a birthing with every coupling
40 When you die a younger version of you bursts from the skin after 1d6 days (only once)
41 A d6 skulls each will grow to a wight if dropped on the ground, might cooperate with evil
42 A bag of 5d6 teeth if dropped will grow instantly into a obedient armed skeleton warrior
43 A necklace of 3d6 ears each becomes a obedient zombie if dropped
44 Vapours emerge allowing user to speak with any residing in the land of the dead for a bit
45 You are immune to one level of energy draining touch
46 You are immune to mummy rot and lich touch
47 You can feign death at will fooling even undead and most means of sensing life
48 You can see the delicious life force of the living and can use it to target in total darkness
49 You are immune to all forms of paralysis: ghoul touch, crippling spinal injuries and spells
50 Shadows and darkness are drawn to you which looks cool but some will be afraid
51 You are immune to nauseating effects like stinking cloud spells or monster musk or rot
52 Spattered in sulphurous ooze, gain +1CON
53 You are immune to man made injected poison from edged attacks or missiles
54 You are immune to poison bites and stings of natural or giant creatures
55 You are immune too non magical diseases
56 You are immune to poison food and can survive off anything organic
57 You can emit a 2" radius stinking cloud musk around yourself once per day
58 A great froggy steed and fighting companion comes to serve you
59 You can turn into a swamp beast of pne species once a day and back d6 1=duck or marsh-hen 2=eel or fish 3=mosquito or leech 4=turtle or frog 5=deer or boar 6=dog or cat
60 You can walk on water at will
61 You can breathe 2d6 fire as extra attack once a day per level
62 Your AC increases by one your skin is hardened like metal
63 Your DEX increases by one as you move like flame
64 Your INT increases by one as you mind is expanded
65 You take half fire damage and always feel warm
66 You can cast zero level cantrip ignite, at will by touch
67 You can shoot a 2d8 fire shuriken once per day
68 You blaze with mystical flame at will, lighting 10"/radius per level as will
69 You can once a day shoot a blazing spark that others can see for miles away at night. It can be shot at people for 1d8 damage and 1pt a round for 1d6 rounds, will ignite a mummy, 1" light/lv
70 A blazing crown around your head will demoralise zero level characters like guards and bandits, one per level will bow before you if they fail a morale test.
71 You can breathe water
72 You can talk to one type of marine creature per day
73 You can cause a spring with a tap of a wooden shaft on the ground or rock, provides one person a days worth of water per level
74 You can heal 2HP per level per day, you may spread these HP as you please by touch
75 You move with free action under the water as if you were on land at will
76 You can see and sense location of gates to the fairy world of the waters and lead others through them if the stars are right
77 Fish men came and give you 1d10 x 1000gp in gold handy crafts of their priests
78 You dream of locations of lost treasure, when you find it a new dream starts
79 Your WIS increases by one as a pearl of wisdom, eat it to gain wisdom or sell it for a quick buck or bribe a priest
80 You can cast charm person once per day
81 You can predict weather for 24 yours
82 Cast Fog Cloud once per day
83 Cast Shocking Grasp once per day
84 Cast Levitate once per day
85 Speak to any bird or flying species a day
86 Can call 1 minute of rain per 10" radius per level
87 Half damage from electrical attacks88 Voice booms with power of storm, adds +1" to command radius per level
89 You are immune to magical fear
90 You can turn into a sky beast of one species once a day and back d6 1=crow or raven 2=owl or bat 3=kingfisher or gull 4=pigeon or sparrow 5=hawk or vulture 6=swan or goose
91 -1HP per dice from blunt attacks from weapons, spells or animal attacks
92 You always stabilise below zero HP if laying on the bare earth
93 You sense the presence of unstable rocks, earth or mud, invaluable if exploring or underground
94 You are reincarnated automatically on death
95 You can hibernate all winter if you wish and you don't age while asleep
96 You absorb sustenance from the earth through touch so you dont need to eat
97 Cast Climb once per day
98 Cast Web once per day
99 Inside are fine +1 quality tools of a openers craft or if talentless just has a d6 hundred gp
100 You can intuitively detect entries and exits to the Underland and underworlds
Back to Basics
Enjoying reading recent ideas in blogs. Ive kind of found a few forums i did enjoy are just talk of product. At least oldschool scene marketing created blandness
I have lots of half done stuff written but mostly dreaming about the WW1 dreamlands of no mans land in a endless maze of tunnels, mines, caves, ruined basements, subways, sappers seige diggings, etc. Inside you encounter nightmare shit like undead, cultists, secret societies, Atlanteans, Martians, mythos horrors, accidental time travellers, science villains, mad troopers in collective hysteria, enemy soldiers, werewolves, vampires and minor deities manifested by mens dreams. Robert Holdstock plus HPLdreamlands and WierdWar1 with lots of steampunk and decopunk tech. Plan is to play through WW1 beyond 1918 an increase weirdness. Possibly all start in air corp then commando trained to enter the doomzone! May turn into pulp universe setting while war progressively goes off the rails of history.
Got lotsa 1/72 tiny men - more knights (no maces sadly), ww2 militia (with nuns and a classic noir agent), vikings, saxons, modern anti terror, a few bronze age fillers. Got my ww1 tanks and infantry. BRP Laundry (finally). Some dinosaurs and cars.
Voted in that popularity contest thingy voting mostly Zac, Glorantha and some old chaosioum and steve jackson and DnD5. Lotsa stuff too cool and now for me for ppl who like to buy canned adventure. Was a world wide survey of wargaming too id like to see results of.
Got port blacksand book of recent ed of fighting fantasy. This is one of the better ones in series overall this edition a bit of a mess. This and London influenced me (and those pirate cities or spanish cities built on fresh Aztec ruins).
Spent time in gameshop with story gamer friend. I like that we came to split over DnD has multiple stats for fight and only one for talk. I like a bit of wargaming and rpg sandbox. Thinking about my DnD game setting and open the rest of the world and have a proper religion designed. Should give me something to go on.
To date ive mentioned these other lands across the sea:
The Empire - knightly kingdoms land united under emperor but has been in a 12 year succession war. Paladins and heroes are falling and turning wicked from war weariness. The empires elemental unity faith has fragmented into four parts. Old bad gods have returned and are seeding terrors across kingdoms but most think are all unconnected. 55% Human 5% Demihuman 15% Humanoids 5% Orcs 20% Abhumans (Beast men mostly goat, pig, elk, raven, wild boar, rat, swan, ox, bear, badger, eel, shark, hawk, wolf, fox, eagle, fish, dog, owl, cat, lion, centaur, satyr and unicorn folk)
The East - controlled by a secret subterranean kingdom via assassination, vice and drugs. Actually a remnant of the prehuman monster empire with original non human bestial races replaced by human slaves. Core has been mostly united for thousands of years but geography supports hundreds of tiny cultures around the fringes with different peoples 35% Human 10% Demihuman 5% Changelings (mostly spirit folk of nature like tree or animal or fish) 10% Humanoids 10% Orcs 30% Abhumans (Beast men mostly pig, ox, duck, crow, goat, tiger, lion, rhino, elephant, monkey, crab, turtle, peacock, ram, phoenix, rabbit, rat, wolf, lamprey, leech, fish, octopus, cockerel, spider, bat, badger, snake, snail, lizard and dragon folk. But also more men descended from elements, minerals, metals, gems, plants even ice.)
The Western wastes - Deserts and jungles of Klarashtor, remnants of ancient and prehuman civilisations. Some untouched, many fallen to nomadism others occupied by foreign invaders like pirate warlords. Weird sects some ancient some recent shams exist side by side. Adventurers come to loot and locals mostly hostile. 50% Human 10% Demihuman 5% Changelings (mostly spirit folk of nature like tree or animal or fish) 10% Humanoids 5% Orcs 20% Abhumans (Beast men mostly duck, parrot, monkey, tiger, goose, camel, fish, sloth, tree kangaroo, ape, koala, jackal, ibis, falcon, llama, turkey, lion, dog, flamingo, kingfisher, iguana, spider, bat, snake, snail, lizard and dinosaur folk. But also more men descended from elements, minerals, metals, gems, plants even ice.)
The North is mostly cold with grassy plateaus and ice where dwell hunters, nomads and ape men of the mountains. They say there are remnants of past civilisation here and not all of them human. In the dark of winter tings come from the frozen wastes. The grassbelt nomads travel the most and they would invade other continents but lack trees and ship know how. Brave traders travel to frozen wastes and trade with ice hunter folk. Vikings settled a few places where nomads herds wont go but bring in wood by sea. 45% Human 15% Demihuman 5% Changelings (mostly spirit folk of nature like tree or animal or fish) 10% Humanoids 10% Orcs 15% Abhumans (Beast men mostly gull, eagle, wolf, horse, rat, ram, goat, wild boar, walrus, sealion, penguin, whale, shark, owl, fish, squid, tiger, goose, lion, dog, and ape folk. But also more men descended from elements, minerals, metals, gems, plants even ice.)
The south is shrouded in fog and mystery....
Got to finalise 2 con games
Avengers vs Masters of Evil TSR marvel smackdown
or
Octopus Princesses vs the Candy Kingdom - Bx DnD
or
Deathrace V8 Motorsports comes to Arkham County - CoC
or
Weird War One: The Wastelanders - Coc
or
Big mars attacks game with exta Apocalypse minis - problem is i would need to buy and paint lotsa stuff
or even do a viking or babylon game or my cthulhu metropolis
marvel and cthulhu get bums on seats
i want a day off to visit zine fair and sell stuff
or even do a viking or babylon game or my cthulhu metropolis
marvel and cthulhu get bums on seats
i want a day off to visit zine fair and sell stuff
Sunday, 5 July 2015
Fragments from the Modronomicon
http://juliedillon.deviantart.com/art/March-of-the-Modrons-51763324
Im not so in love with the cute mechanical minion type modrons but Julie does it so well i like it anyway
Fragments from the Modronomicon the book of law
I always liked modrons as demons of law. I have my own spin on them which I will get too but I have my influences. Virtues in early Stormbringer rpg are a biggie and under used. Also influenced by my friends RQ game I played for years. There were lots of different magic systems in play, well developed since RQ1 days we played 4 years while at uni. As we summoned law demons that actually made up the structure of the universe. Players began to mess with them and found the were weakening universe almost as badly as enemies and were possibly pawns. All the paths to power had bottlenecks which players learned after breaking them were set with good reason. Im a big Moorcock fan and have been messing with Law-Choas axiom in gaming since a teenager. Hinduism and Jainism are pretty interesting source for ideas of micro and macro cosmos and time and souls and atoms.
10 Seldom Known Modron Facts
1.They already know outcome of battle but play along anyway fatalistically as bound by karma of law. They were created in the beginning and see time unfold quite differently2. If forced to reveal a secret of the universe they self destruct reducing the mass of the universe and the total number of modrons and increasing the foothold of chaos
3. Some refer to modrons as demons of law as they may be summoned, banished, enslaved and bound by magicians specializing in such things
4. Stasis is a state when time and space become still and all becomes one forever. The universe fell from this state in the beginning but may yet return to it, or perhaps the state waxes and wanes eternally
5. Modrons behind the scenes of reality seen by mortals, operate and maintain the great celestial machine that runs time and space, the machine is currently broken
6. Chaos is the enemy of the forces of law who commands powers of finality. The great weapon death destroys the spawn of cosmic anarchy and helps restore the universe to a state of constancy
7. When a modron dies it's power returns to the source, a fountain head of divine power where it is recycled into new form. Possibly a modron or a tiger or a flame or lightning bolt. Many modrons are lost in false bodies and if they can be found the cosmos might be restored
8. Modrons are actually the basis of all matter in the universe. Atoms that make up everything are actually modrons. Energy forms that follow laws may be modrons possibly incarnate for only milliseconds. Chaos makes things broken from causality and that do not obey laws of science
9. Modrons prefer not to struggle in the great patterns of the cosmos. They take no pleasure when they kill but rather seek non involvement in affairs of mortals. Only when chaos breaches the flow of natural force do modrons have to intervene and repair the subsystems of reality
10. Pleasure and pain are fleeting things modrons accept with perfect clarity and understanding. Wild emotions are shunned and and disturb the modrons eternal peace and spiritual evolution
10 Modron Variations
1.Mechanons - based on clockwork and mechanical principles and will use technology and weapons such as repeating crossbows, fire casters, gas, gunpowder and other technology. Seemingly mechanical beings may carry or have built in weapons.2.Kronons - based on principles of time can manifest time echoes as illusionary duplicates (one per HD per day like the wizard spell). May know of past and future events but reluctant to talk to mortals. Greater ones night recruit mortals and send back or forth in time for a quest. Appear as simple geometric shapes with dim glow.
3.Aurons - beings of light and energy, can fire a d3/HD beam once per HD per day of energy. Glowing polyhedrons of light, difficult to look at. All have true sight.
4.Atomicons - make up basic matter of reality and can unite to form modrons with higher HD. Some planes of reality this is more difficult and requires more HD of modrons to create a larger one. If killed with a saving throw will break into smaller HD modrons
5.Veriticons - beings of pure maths and logic usually live in a mathematical universe. Once per HD per day can either automatically hit or cause max damage. When glowing bodies damages they leak mathimagical symbols which fade.
6.Staticons - beings of pure stasis opposed to motion and time. They are crystaline and can go into stasis one round per HD. When in stasis they cannot be moved or harmed. If they make a saving throw they could use this defensively to resist a fireball or visible spell attack.
7.Cryons - beings of decelerated matter and appear ice covered and cold to the touch. Resistant to all cold they can radiate a field 1" radius per HD that inflicts one HP damage per HD. Surfaces will become slick and iced up and some items will become frozen and brittle.
8.Pyrons - beings of accelerated matter and appear glowing red and even burst into flame when angered. Resistant to all fire and heat they can radiate a field 1" radius per HD that inflicts one HP damage per HD. Surfaces will become hot and incendiary items like grass or straw might ignite.
9.Voltons - beings of accelerated energy, many which last only brief lives mostly to fight chaos or as ashort lived stage in modron evolution. Can fire a d3/HD lightning bolt once per HD per day. They glow and crackle with electricity. They smell of ozone and you might feel static shocks when approaching them.
10.Datons - beings of knowledge who transmit cosmic blueprints to other modrons to unfold the great plan of law on the universe. They may be forced to answer simply questions and some are specialists in certain fields. If questioned about great secrets mortals are not fit to know they explode reducing the power of law in the multiverse until the source is renewed. Mostly will answer a question with one word per HD. 10 HD can cast contact other plane spells daily.
Tuesday, 30 June 2015
My RQ Spell List (I'm Back!)
My net has been down for six weeks and ive had arthritis and flu and work issues. Having met several former co workers in near homeless state with resultant mental health issues ive been working as much as my health permits. Current government cuts have made many worse off and homeless numbers seem about triple from the streets (shelter funding been axed for ppl and animals - more crying homeless women than I've ever seen). I guess they are doing their job and scaring everyone into knuckling down. So i have up to 3 jobs a day for my 8 hours with 4 hours of travel right now with poor security - I could be on less than 15 hours a week on a new roster at a moments notice.
This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.
Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.
This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.
Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.
Alarm
apply to person, place, door or
object, alerts you if under threat one day per mp point or till
set off
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Animal Speech
can speak to all animals
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Animate Dead
Animate a corpse as a slow shambling
automaton, 1mp=3SIZ and 1INT
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Armouring Enchantment
1d6 pts of armour to a location or
hand held object or 1 all over
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Avoidance
each MP allaws a extra dodge roll
during the 5 minute duration
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Babel
Subject tries to resist or cannot
speak or comunicate verbally
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Battle Sight
all directions as if front facing,
can see threats as if 360 degree vision, never blindsided
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Beffuddle
Must roll INTx5 each round to act as
intends, ona fumble attacks friends, if fail stand stupidly
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Binding enchantment
used to contain incomplete entities
from other planes, 1pt per stat point entity has
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Bladesharp
+5% hit damage on any edged weapon
per point
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Bless (Metal)
enchants a SIZ point of magic metal
which harms magic beings and other effects based on metal
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Bless (Skill)
+10% per mp, one skill per spell
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Blight (sense)
Subject resists or loses a sense
depending on version of spell: sight, touch, taste, smell, hearing
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Block
+1AP and +5% to defend per mp
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Bludgeon
+5% hit damage on any blunt weapon
per point
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Bypass Alarm
will not set off a alarm spell of
equal or lower mp for duration
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Calculate
can count acuratly a horde, heard or
goods such as grain, rock, crop, volume of fluid
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Call Aid
+10% per mp on next single skill use
within the duration
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Call Beast
Attracts a nearby animal to caster,
can call one known or seen in area or a random beast
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Calm
calms a distressed or panicked
animal or person, may get a resistance roll if they dont like
caster
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Cast Out Dead
as demoralize on a undead being
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Chill
can cool a hot pot or tool or meal,
can inflict 1hp frost bite on a random body part
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Cleanse
cleans a person or a 3x3 area per mp
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Clear Path
makes path easier to travel at
normal speed, ach point over 1st allows you to lead one extra
being
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Cloud Mind
non resisting victim is stupefied,
has dificulty remembering details, is easily duped or questioned
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Control (Species)
Must reduce being to 0mp in spirit
combat first, active while controling creature
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Cooridination
+1 DEX per point
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Counter Attack
gain one extra melee attack if
attacked during duration
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Counter Defence
gain one parry if attacked during
duration
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Counter Magic
foils incoming spell, if one point
less remains up, if equal or over countermagic breaks
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Curse
cast a offensive spell with
permanant duration or incurabe damage, curse ends if fetsh broken,
POW=mp of spell
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Darkwall
10cm thick 10m square moves one
m/round but counts as active to do so
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Deflect Arrow
one point allows you to attempt to
parry any one normal missile attack
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Demoralise
surrender or retreat, halves attack
skills
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Detect (Magic)
detects nearest sample of magic
within range can penetrate 1m of rock
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Detect (Species)
detects nearest sample of species
type within range can penetrate 1m of rock, hunters use
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Detect (Substance)
detects nearest sample of substance
type within range can penetrate 1m of rock, water common
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Detect Enemy
detect closest person in 100m who
means caster harm
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Discorporate
Spirit leaves body to spirit plane
like a shaman for duration, very dangerous
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Dispel Magic
1pt dispels 1 point of spirit magic
or intensity, 2 points dispe one point of divie magic
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Disrurption
1d3 damage if overcomes target,
ignores armour
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Divination
ask a question and get a 1 word
answer per mp
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Dullblade
reduces damage by 1pt per magic
point on foes weapon
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Enchant Potion
Create a potion with a pre cast
spirit magic spell using exotic ingredients and gold
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Endurance
reduces fatigue by 1d10 per mp
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Enfeeble
reduces victims CON by two per mp
for duration if fail resistance
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Enthrall
victims besotted and loves the
caster for duration if fail resistance
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Evil Eye
makes victim vulnerable to magic, -1
POW or mp resistance rolls per mp for duration
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Extinguish
1pt puts out torch, lantern or
candle; 2pt puts out campfire, 3pts a bonfire
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False Trail
leaves footprints of another species
or own backwards or that of anaother individual of own type
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Fanatacism
halves defencive skills increases
attack skills by half again, makes highly agressive
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Far Hear
+5% listen skill can hear a whisper
in range and distant loud sounds like battle are easily heard
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Far See
can see objects 1km away as if up
close
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Fatigue
-1d6% per mp requires a round to
recover each % till normal or is penalty on every roll, may resist
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Fetter
Binds a prisoners hands or feet with
STR 20, requires a length of vine or cord or string or rope
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Fire Arrow
turns a normal missile into a
flaming 3d6 weapon, in a special hit may ignite target if possible
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Fire Blade
turns melee weapon into a 3d6
flaming one, may ignite target on a special hit if possible
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Fire Breath
cast and can spit 1d10 damage once
in duration
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Flesh Ward
1d3 extra hp which temporarily
absorb incoming damage
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Fog
10m diameter circle
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Foul Vapours
10m diameter circle, CON resists
caster MP or 1 damage per round, most beings try to flee
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Free Fetter
unties ropes or opens a yoke or
loostens a net or web binding a person
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Frostbite
if fail resistance take 1hp per
location ignoring armour
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Glamour
each mp adds 2 points of APP
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Glow
one target per mp if fail resist
will glow, making easy targets
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Glue
glue non living things together 10cm
square 10 STR per mp
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Hand of Death
damage 1hp/mp on randon location,
resist or take half damage, ignores armour
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Heal
heals 1hp per mp
|
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Heat
can heat a pot or tool or meal, dry
laundry, can inflict 1hp burn on a random body part
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Hinder (Skill)
-10% per mp on a specific skill,
favoured skills include spot and listen
|
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Ignite
ignites a torch or campfire, can
ignite air if overcomes target (usually does 1d3)
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Insight
gains a inspired lucid insight to
solve a clue or a problemon with a INTx5 roll
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Insubstantiate
may fade self or thing into other
world for a second per mp, could pass a wall or hide, some risk as
entities in otherworld might notice and attack you with spirits,
spells, bites or sanity
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Invisibility
while caster concntrates target
invisibe, cannot concentrate on and run, fight or cast spells
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Ironhand
+5% hit and +1 damage per HP on bare
hand or animal attacks
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Jump
add 1m to jumps per point for
duration or a single jump 3 m per point instantly
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Levitate
lift caster 1m above ground per mp
and can move mp in meters per round
|
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Lightning
3d6 damage bolt must overcome
resistance, may ignite location also
|
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Light
10m radius per level
|
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Lightwall
10cm thick 10m square moves one
m/round but counts as active to do so, can see thhrough one way,
other side too blinding and sheds 10m of light
|
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Lock
-10% per mp on chace to break or
pick lock, one day per mp
|
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Magic Point Matrix Enchantment
Create a 1d6 point mp battery
|
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Mindspeech
creates a two way person to person
link per mp
|
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Mobility
+1 M move per mp
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Multimissile
creates a aditional normal missile
per mp at point of firing, missiles must be cast in duration,
larger than a javelin might require 2 points per missile
|
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Nightvision
Can see in the dark and some types
of invisible beings vulnerable to sonar or thermal senses
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Perfume
make a person, room or meal smell
fantastic
|
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Phantom
can animate smoke from a fire or fog
from a spell and shape into menacing forms or letters
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Pierce Armour
-1 AP per mp
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Protection
+1AP per mp
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Push
Knock person back 1m/mp DEX x3 check
or victim knocked prone (DEX x5 if quadraped or big)
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Repair
repairs 1d10 damage to damaged
object, alway leaves one point of damage and a scar
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Repulse
reduces victims APP by two per mp
for duration if fail resistance
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Resist (threat)
reduces damage or POT of threat type
(heat, poison, cold, electricity, edged, blunt or poison)
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Revive
recover a d10 lost fatigue per mp
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Second Sight
can see POW and MP in living things
and spirit entities
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Shimmer
-5% to be hit per mp
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Shock
stuns a random location for 1d3
rounds for duration if fail resistance
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Silence
+10% sneak skill, dulls sounds or
armour, equiptment, touching ground, reduces echos
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Sleep
Subject tries to resist or falls
over asleep, INTx3 will awaken if knocked, bumped or loud noise
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Sloth
reduces victims DEX by two per mp
for duration if fail resistance
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Slow
-1m move on a target if reaches zero
cannot move
|
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Speak (language)
can speak to a specific language or
language of an animal species
|
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Speak to (Beast)
speak to a single species of animal
specified by spell
|
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Speak to (Beast)
speak to a single species of animal
specified by spell
|
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Speedart
+15% +3damage
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Spell matrix enchantment
enchant a spell matrix costing 1POW
per mp of spell
|
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Spirit Bane
initiate combat with a spirit you
can see in range, may need second sight or discorporate
|
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Spirit Screen
+2 POW to resist spirits per MP
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Strength
+3 STR per mp
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Summon (species)
Summon a specific species of spirit
or planar entity, each type has different circle
|
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Toungues
can speak to all sentient species
that have a spoken language
|
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Unlock
Opens one ordinary lock
|
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Ventriloquism
may make words seemingly come from
object in range
|
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Vigor
+2 CON per mp
|
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Visibility
Make a spirit or invisible entity
visible
|
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Vision
get a dreamlike vision which can be
interpreted on INTx1% and used for aid or a warning
|
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Voice
makes voice sound louder and more
thundering, enhances performace and command range
|
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Vomit
vomit one round per mp, resist or
take 1hp damage per round ignoring armour
|
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Weaken
reduces victims STR by two per mp
for duration if fail resistance
|
Magic
Skills
Alchemy Understand the magical nature of matter and use it to create ransformations and to create potions and other magical processes such as creating life |
Alliegience Points of divine favour from a god which at 40% allows you to add your alliegience to a cult skill three times a game. Other cults offer more bebefits at certain scores but at 100 the god take you away forever |
AstrologyKnow the constellations apropriate to gods and nations and mortals and can use to make certain predictions about behaviours and worldly phenomena |
Ceramony can add to other magic skills with a time consuming ritual or sacrifice to gods or lead a comunity in a ritual |
Cthulhu Mythos Your knowledge of forbidden elder gods and the witchcraft known by their cultists. This skill is learned from books and strange experiences and madness. It is more like a contagion. Your Mythos score -99 is your maximum SAN score |
Dreaming Ability to enter the dreamlands and interact with primal mythic beings or be attacked by nighmare beings. Can use skill to create effects in the dreamlands and POW points to create lasting ones |
Enchanting Can use the enchanting spells to create magic items. Also recognise general class of a standardly created object (a binding or enchanted metal or matrix etc). Allows you to sacrifice POW needed in creation of magic items. Often involves carving runes or magical symbols. |
Prophecy Can choose a form of divination to recieve information or warning about future sucess or failure or threats in a week or so, special for a day and critical for imediate threat or problem. Often in confusing and puzzling verse. Must ask a specific question. Vision and Divination spells work well with this. Could use to interperate someone elses divinations |
Second Sight Can try to see otherworld ans possibly see spirits or magic or sous of living things. Use 1mp each attempt, free on a special success |
Shape Shift One species usualy your totem or clan spirit, or could get infected by a werewolf or wendigo. 1mp per 4SIZ. Most use a fresh animal skin, hide or ointment made from body fat in proceedure |
Summoning Skill used to draw signs and call other planar beings with various spells. A summoner might tell from remains of a summoning ritual what kind of entity was called |
there are boxes and layout stuff not visible on my layout but if you print it or pdf it should look better or be more usable
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