Sunday, 25 September 2016

Strange Omens and Portents


When destiny draws near or fates turn sour, signs of warning appear. Some are warnings to stay away others are invitations for heroes to face your doom. One god will send a warning while others want heroes to face their doom.

I wanted these results to be reversible for good or evil omens. Some tips to make omens good or evil included in quick types version.

Spells or prophecy might warn you with signs to look for.

You could add several together.

Omens mostly warn you  are displeasing a god or straying from a prescribed mission. Also might be warning signs of a curse or prelude to supernatural encounter or receiving a new quest.

You might receive a warning of the sign and what it represents so when you see it you expect trouble or a clue for your quest.

You might receive as a warning or invitation at a obstacle, river crossing or cross roads.

You might get a omen after an adventure as a enemy god scowls at you or good god salutes your actions.

An omen might warn of a petty god or demon or deity manifeting

d12 Sources of prophetic warning
1 Written divination in book or scroll or monument in stone
2 Hear a poem or song possibly from bard or other source
3 Crazy old person yells at you
4 Local tells you old story
5 Temple prophet or diviner sends you message (donations welcome)
6 Cultist or evil priest curse you with bad fate
7 Humanoid boss or shaman mutters curse as dies before you
8 Witch curses you
9 Former surviving enemy has you cursed and sends you message
10 Professional curse maker sends you copy of tablet
11 Supernatural messenger or spirit tells you in a dream
12 Supernatural creature warns you

Omen
3rd level Cleric Spell
Curses or blesses a person to judgement from the clerics god and give them a warning. If target fails a spell WIS save.  They can also cast it on self another person to warn them of gods displeasure. If cast on self . Remove curse removes all effects.

4th Level version can be cast with conditions to activate a omen
5th Level version can be used as form of prophecy by asking a question and receive omens good and bad (hotter/colder) when you seek a quest, nudging you accordingly at the hand of god. One omen nudge per level per quest or 
lasts a day a level.

d10 Quick Types
01 Weather Signs - horrible or nice weather like storm or rainbow
02 Earth Signs -  fair or foul like quake or blooming flowers
03 Bird Signs - benevolent or evil birds like vulture or dove
04 Animal Signs - benevolent or evil beasts like wolf or kitten
05 Birth Signs - two headed or talking baby born
06 Written Signs - evil burning script or glowing angelic script 
07 Bodily Signs - horrible boils or youthful
08 Star Signs - sinister star signs vs fortuitous
09 Monster Signs - good monsters vs evil monster
10 Magic Signs - strange lights haunted or holy

Feel free to change results of species or change to human or non human or any other details


d100 Strange Omens and Portents
01 Strange breeze whistling a song of despair/cheer
02 Fog mysteriously boils from nothing haunting/refreshing all
03 Peculiar odour smells of foulness/sweetness
04 Strong breeze blows your face/rear
05 Whirl wind blows in path confusing your party/enemies
06 Crackling storm cloud thunder fill you with fear/courage
07 Fierce stormclouds blast across the sky driving you to stand-still/on-wards
08 Lightning blasts creates/removes a obstacle in path
09 Sky dims as cloud blocks sun or shines a shaft of light in path
10 Black clouds cover/clear the sky covering all in darkness/rainbows
11 Ground shakes underfoot knocking people down/rooting worthy to ground
12
 Strange disturbing/encouraging noise from underground
13 Plants die/grow in path making patterns
14 Plants in area wilt/sprout
15 Wind blows weird/pretty pattern in grass
16 Tree fall on path making a obstacle/bridge
17 Blowing leaves (or snow or rain) forms patterns
18 Road or river crossing is flooded/fordable
19 Area bleak and garbage strewn or candy covered love garden
20 Path ahead is dingy crumbling and unsound or sunlit and sound
21 Tiny birds cheep to warn/welcome you
22 Raven (or gull or pigeon) hops about and follows
23 Bird seen flying backwards/acrobatics
24 Hundreds of tiny birds circle area chirping angrily/cheerily
25 See a rare bird overhead connected to ill or good fate
26 Flee/see a hungry colossal flying creature
27 Rare bird spotted dead/alive
28 Followed by hungry vulture or talking bird
29 See a planar bird from hells/heavens
30 Followed by malevolent/benevolent bird
31 Witness a animal spirit acting as a warning/guide
32 A animal spectacular attacks/passes
33 Herd or migration of animals
34 Quest beast guides you to doom/victory
35 See a planar beast from hells/heavens
36 Sacrificial animal has swollen liver indicating evil/good
37 Peculiar animal with mutation/virtue
38 Find dead mutant animal or blessed adorable baby animal
39 Witness a angry/friendly monster 
40 Followed by malevolent/benevolent beast
41 Local two headed or talking baby born
42 Find a crawling cackling horror/adorable baby
43 See a hideous mutant or noble savage pass
44 See miserable mother with dead baby or meet happy family with newborn
45 Swarm of horrible/adorable critters like rats/butterflies
46 Plague of blood-sucking/sweet singing insects
47 See rare baby monster 
48 See corpse on road or water or see healthy fair bodied traveller
49 Witness passer by (anuimal or human) with deformation or birthmark
50 See heraldic symbol of noble clan
51 Flaming writing spells out approval/disapproval
52 Swarm, school or flock of creatures form into advisory script
53 Tattoo appears on flesh and disappears as mission completed
54 Writing in stone, clay or sand signals approval/disapproval level
55 Water trickles into words or symbol of advice
56 Cloud forms or shadows of something at right time form letters 
57 Find a blowing letter, paper seal or note in a bottle
58 Words appear in food or drink or body
59 Words appear scar or blood or brand
60 Words appear on object  like weapon, lamp light or 
61 Skin breaks out in boils or seems to shine 
62 Hair falls out grows longer
63 Hair changes colour
64 Feel nausea/glowing 
65 Feel itching/tingling
66 Blood nose or feel blood surge with heat
67 Teeth and fingernails feel loose or buzz with energy
68 Skin turns sickly and sweating or a warm inner glow
69 Every breath choking/invigorating
70 Brain on fire or great clarity 
71 Eclipse darkens the sky or sparkling sunlight shows path
72 Sinister hairy star falls from sky or blessed rare planet seen
73 Malign/kindly constellation rises
74 Combination of constellations fighting/friends represents fate
75 Planetary star seen indicating influence of a god 
76 Star of wicked/lucky influence winks
77 Rare constellation clearer than normal
78 See shooting stars fall to earth
79 Aurora of colour flickers in the sky
80 Planet seemingly off course representing deity
81 Find dead remains of foul creature or dead creature with valuable remains
82 Find remains of long dead monster or witness a rare mythical creature
83 Witness two monsters fighting
84 Witness monster chasing animal for food
85 Monster appears and speaks to quest takers
86 Monster creates/removes hazard or obstacle
87 Monster destroys something like a shrine or tree or border stone
88 Monster kills person of certain character 
89 Spirit being or ghost advises 
90 See titanic or colossal monster like titan or great dragon or dinosaur approach/pass
91 Magical vision shimmers in the air warning of failure/success
92 Two opposite character wizards battle
93 Glowing magical sign in path
94 Glowing magical sign in sky ahead
95 Crackling wall of fire or magical bridge
96 Divine messenger warns/directs
97 Divine symbol warns/welcomes
98 Visions from aspect of god
99 Divine being appears like flaming devil or lactating angel
100 Deity projects phantom making hand gestures

Saturday, 24 September 2016

d100 Evil Frontier Farms






























In the frontier there are many single family farmsteads. Many are alone for years, desperate, poor and afraid Many of the supernatural beings that lurk in the wilds are evil. Many become tempted by evil for survival and fall to temptations of chaos. Some of the entities of evil are mostly vindictive to civilized invaders and might leave local tribes alone. Some of the generational settler families are corrupted or tolerated but in fact are weaponized against newcomers. Backward frontier folk are often backwards in many basics like technology, good manners, who they should marry, what they should eat. Their cults are often non orthodox and backwards, even archaic. Occasionally a city priest comes through and if he doesnt get eaten or sacrificed will get a display of lip service to the faith of civilized people. You would think being so backward and odd they might be tolerant but no. Many city folk or foreigners strange ways or might enrage them. On the other hand if they like you they will find someone you should marry and they will eat your friends if they disagree. Many clans have a prisoner who has been surprise adopted. Some want to escape, many have been brainwashed and stay or worse, as visitors for help then change their mind and betray then to the clan.

Adult Males 1d4 

Adult Females 1d4
Male Youth 1d3
Female Youth 1d3
Male Children 1d6-1
Female Children 1d6-1
Male Elderly d3-1
Female Elderly d3-1

This generates 4-26 people


d12 Farm Styles
01 Ramshackle huts built against cliffs or trees 
02 Single log cabin house
03 Cabin and shed
04 Farm house and shed
05 Farm house and barn
06 Several farm houses and barn
07 Several rude huts
08 Multiple cottages
09  Multiple cottages and one large house
10 Several houses connected to cave system

11 Walled wooden stockade with sheds, houses with lookout tower
12 Hilltop stockade with houses and barn



d12 Local Livelihood
01
 Huntin & fishin
02 Prospecting
03 Banditry
04 Smuggling
05 Cannibalism
06  Drug abuse and production
07 Alcohol abuse and production
08 Helping cultists on pilgrimage
09 Trade with non humans
10 Fur trapping
11 Trade exotic herbs and fungus
12 Finding treasure

It is possible a clan does all of these things


d12 Creepy Features
01 Pathetic graveyard with 6d6 crude wood markers
02 Wooden frames with glistening red animal hides and fish left out to dry
03 Wooden block where animals and enemies are beheaded, years of bloody mess
04 Older crumbling shack semi collapsed they used to live in
05 A underground store house for root vegetable, pickles and possibly secret murder room
06 A creepy shack where animals disemboweled and smoked 
07 A horrible outhouse with snakes and huge spiders possibly worse
08 A pit full of offal, surrounded by horrible flies
09 Scraggly fields with poor quality methods, sickly looking animals
10 A sad looking well with a rope and bucket, possibly some kind of chamber down there

11 Huge piles of clay bottles and brewing equipment
12 Huge pile of mostly animal bones and skulls, best ones in the house



d12 Odd pets (Possibly kin)
01 Pack of semi wild dogs
02 A huge smelly meat eating ape
03 A dire wolf or giant lynx
04 A scarred old grizzly bear
05 A giant lizard or frog or gator or newt
06 A zombie pack pony
07 A giant bug or spider
08 Retarded youth kept in a shed is actually now a ogre
09 Shoggoth hybrid mutant idiot thing lives in a pit or well and actually a fa
10 A family of stirges (family members all scared)
11 Giant Rats or evil giant beavers
12 A elder god servitor species, super evil and intelligent kept in shed, cant communicate

Pets do as they please but if you kill them the clan will go crazy. Rednecks feed critters babies they find to fatten em up to eat and some turn out so pleasing they get kept like a family member


d12 local Problems
01 Fleas, in grass, in the dust, all over the area
02 Worms, parasite eggs everywhere
03 Huge rats or possibly huge bugs like bedbugs
04 One clan member was kidnapped and want help to escape 1in6 betray you
05 Drunk or High and neglecting health and children
06 Need fresh blood in clan looking fer marraige
07 Gambling over any event, neglecting family and loosing all wealth
08 Always keen for huntin and murdering folks
09 Feud with another clan of degenerates a few miles away
10
 Old person near death, everyone worries
11 Clan leader is a wizard who needs to sacrifice a human urgently so visitors welcome
12
 Locals are d4 1=inbred 2=diseased 3=starving 4=idiots or all of the above

d12 Favorite food when havin company fer dinner
01 Possum pie
02 Jugged Hare
03 Rabbit or dog stew
04 Frog casserole
05 Stuffed Mole
06 Squrrel on a stick
07 Mystery Meat Jerky
08 Ham and turnips (possibly orc ham)
09 Pickled lamprey
10 Carrion crawler eggs

11 Kobold or goblin stew
12 Pork ribs or gator flaps


d12 Things to do for fun round here
01 Wittling horrible figurines of tentacle monsters eating people
02 Skinny dipping in local pond or creek with animal friends
03 Shooting squirrels or frogstomping
04 Skinning animals alive
05 Provoking each other or pets or local monsters into violence
06 Playing kickball with a hog head
07 Spying on each other especially ones having sex
08 Getting high and drunk till they fall over
09 Preparing to raid enemy clan
10 Spit roasting a orc they caught

11 Torturing or lynching a prisoner d4 1=goblin 2=orc 3=tibesman 4=shifty lone traveller
12 Serving their dark lord


d12 Who is their dark lord?
01 Personality cult with head who acts as religious leader
02 Work with tribal or humanoid clans and cults
03 Clan Patriarch or Matriarch some kind of spell caster
04 Ancestor worship, possibly keep the body preserved
05 Animal spirit cult
06 Worship a local monster
07 Worshiping dark fey beings
08 Serving a wicked elemental being
09 Serving a bad spirit
10
 Serving a demon

11 Serving a elder horror from beyond
12 Serving a bad god


Cult shrines in every settlement. WIzards, witches, druids and priests common with shaman often for the spirit and ancestor cults.

d100 Evil Frontier Farms
01 Red Shed Farm, home of cannibal clan of deranged killers who collect human skulls
02 Black Creek Farm, clan of fish folk hybrids, always lookin to marry newcomers 
03 Swine Tree Farm, ruled by devil swine charming newcomers into clan with charm spells
04 Black Bog Farm, moronic hillbillies like to skinny dip with randy frog folk
05 Axe Stump Farm, crazed serial killers like to kill and dance naked in blood
06 Blood Creek Farm, patriarchal cult clan desperately seek next sacrifice to lord Krondor 
07 Frog Eye Farm, frog god cult clan like to drown victims in bogs then feed giant pet frog
08 Leech Farm, clan of leech folk hybrids, hungry for blood, like to hide in mud 
09 Skull Hill Farm, clan of lazy inbred necromancers, use skeleton ancestors as labour
10 Gizzard Creek Farm, inhabited by were rats, crawling with plague carrying rat swarms

11 Kidney Gully Farm, clan of peat miners, collection of evil artifacts from monster age
12 Bear Head Farm, clan inbred with cavemen bear demon worshippers hungry for blood

13 Kneebone Farm, huge obese clan lookin fer new blood in family, imprison strangers
14 Skank Hill Farm, obese patriarch and attractive flirty daughters, actually all succubi
15 Chunder Creek Farm, horrible drunken clan brew beer, have huge pool of rotten vomit
16 Black Gut Farm, clan worship horrible monster in pit they feed fermented man entrails
17 Vulture Farm, clan worship vulture demon imprisoned in stone monolith in barn 
18 Ribcage Gully Farm, necromancer clan building a colossus from gore in barn to raid town
19 Shank Neck Farm, ex convicts have gibbets full of rancid corpses hanging in trees for fun
20 Blood Oak Farm, clan of blood druids sacrifice strangers to thirsty evil treant
21 Crap Hill Farm, built on garbage tip of forgotten evil city, sell trinkets to cult pilgrims
22 Gorgon Hill Farm, chaos cult clan have mutant bull in barn to unleash on intruders
23 Klorgon Hill Farm,  built on ruins of old temple, cult clan worship idol in catacombs
24 Grave Gully Farm, built on remains of ancient graveyard, clan elders are ghouls
25 Slime Hill Farm, clan like to sit around pool of chaos watching critters crawl out
26 Filth Gully Farm, crawling with fist sized ticks among garbage, sore covered clan
27 Hog Head Farm, decorate farm with heads cut off pig men who roam area at night
28 Zephyr Hill Farm, clan worship evil air spirit who drops sacrifices from great heights
29 Crooked Stream Farm, ex city gang clan growing drug crops and secret smuggling
30 Bleeding Pig Farm, inbred degenerates stabbing screaming pigs in cages for fun
31 Toadstool Farm, covered in mould and fungus with goblin slaves being whipped by clan 
32 Nugget Farm, hillbilly prospectors keep gnome prisoners to slave in mines and for eating 
33 Giblet Creek Farm, clans happily spitroasting a orc and making orc hams for market
34 Hempbend Farm, stoner clan lazing about while children torturing farm animals
35 Goiter Hill Farm, clan keep a pit with hungry half shoggoth children wallowing in filth 
36 Phlegm Gully Farm, degenerates wallow in slime mould pools, growing gelatinous cubes
37 Scab Hill Farm, sore covered degenerates let pet stirges suckle blood from them
38 Squid Hill Farm, clan keep pet land squids as pets, worship the burrowing god beneath
39 Bloodnut Farm, clan of gingers keep degenerate ape men in tunnels growing mushrooms
40 Shit Hill Farm, clan worship a neootyg,  living in septic sewerage pit of the ancients
41 White Stain Farm, clan of albinos, mostly live in tunnels of serpent folk ruins under farm
42 Flesh Pit Farm, clan of degenerate butchers operate smokehouse, wallow in rotten offal
43 Snot Gully Farm, children of clan play with tame grey oozes while adults praise slime god
44 Twisted Hill Farm, mutant clan in hiding from city folk, cannibalism rampant
45 Fang Hollow Farm, cult of demon worshiping killers worship shadow demon in caves
46 Blood Tree Farm, grow and sell decorative gourds and spread pod people plants to city
47 Jack-O-Lantern Farm, clan use pumpkin headed scarecrow golems labour and guards
48 Pot Shard Farm, built on ancient ruin, clan attracts demon worshiping pilgrims to stay
49 Slug Valley Farm, crawling with slugs, clan worship giant slugs living in catacombs 
50 Gargoyle Bluff Farm, ruined old walls with roosting gargoyles worshiped by clan
51 Raven Bluff Farm, keep manticores in shed who share hunts with clan who raised them
52 Chumbucket Farm, clan catch monster fish but always short on meat to lure them
53 Bleak Hill Farm, melancholic clan only want true love and have built cell to keep them in
54 Turnip Hill Farm, worship bloody demon aspect of turnip god and summon him often
55 Bat gully Farm, clan interbreed with were folk who live in local caves with ruins inside
56 Black Goat Farm, clan dominated by magic chaos goat guarded by chaos goat men
57 Giblet Gully Farm, sell beef to local orcs and live off offal and giblets, a few are half orcs
58 Fang Hill Farm, clan of mutants with enlarged fangs, gift from their demon patron
59 Spider Gorge Farm, giant spider infested area ignored by most settlers except this clan
60 Ogre Valley Farm, clan of half ogres living in shattered hovels, each generation dumber
61 Sour Creek Farm, some thought water caused strange dreams but clan of cultists love it
62 Stink Gully Farm, stinking sulfurous pools in area slowly mutating farm clan into freaks
63 Vile Valley Farm, clan grow garden of huge carnivorous chaos vegetables 
64 Knob Hill Farm, clan trade and breed with colony of derro in caves under farm
65 Slime Flats Farm, rocky ground with slime pools the local clan eat from, devolving slowly 
66 Claw Bluff Farm, clan under thrall of vampire ancestor, some have demonic abilities
67 Rock Lizard Farm, sell giant iguana meat as mutton, worship lizard god in local ruin
68 Spine Rock Farm, built among titanic stone skeleton, worship prehistoric beast lord 
69 Clump Farm, clan of idiots living on poorly built houses, use weird glowing rocks for light
70 Tanners Creek Farm, filthy clan pollute streams with tanning plant, wear human skin suits
71 Flesh Pit Farm, clan matriarch pimps out daughters to prospectors and worships demons
72 Storm Bluff Farm, clan of witches use weather to drive away strangers from arcane rites
73 Glob Gully Farm, clan worship and sacrifice to chaos pit where ochre jellies ooze from
74 Rust Gully Farm, area crawling in clan pet rust monsters who eat iron nodules in bogs
75 Red Hill Farm, clan worship blood god, often visiting cultists and chaos templars 
76 Ant Hill Farm, clan use giant ants to tend crops by keeping queen hostage in cage
77 Sand Loaf Farm, clan cult resurrect prehistoric fossils into living monsters
78 Prudence Hill Farm. appear to be fundamentalist good folk, hide demonic shrine in barn
79 Wizard Hill Farm, clan of magic users with evil patriarch teaching demonic syllabus 
80 Cloister Hill Farm, built in ruins of monastery, clan serve evil undead monks 
81 Dragon Creek Farm, dragon now retired waited on by cultists it kidnapped over the years
82 Cadaver Gully Farm, built on ancient battlefield grave, clan eat preserved corpses
83 Lice Creek Farm, crawling all over everything while clan worship parasite god
84 Rodent Hill Farm, clan farm giant rats, mothers nurse giant rats with babies, sell jerky
85 Goblin Creek Farm, clan slave goblins farm mushrooms they trade with dark elves
86 Fester Gully Farm, clan of plague carriers serve plague god, ship infected food to city
87 Crow Eater Far, hopeless clan have eaten farm and wild animals even crows, starving
88 Eel Creek Farm, clan farm eels and worship eel demon, increasingly mutating into eels
89 Shit Creek Farm, filthy diseased degenerate clan wallowing in sewerage easily offended 
90 Corpse Creek Farm, dead bodies wash down stream from here for years
91 Slurry Hill Farm, clan keep a pet gibbering mouther in a pit of rotten liquid waste
92 Glorp Gully Farm, chaos cult wallow naked in slime pools, welcome visitors to join them
93 Blind Worm Form, albino clan gather white grubs from caves under village
94 Toad Bluff Farm, frog faced clan like to skinny dip with local friendly frog folk
95 Foul Creek Farm, stream flows from cliff cave carrying mutagens, clan hideous freaks 
96 Big Top Farm, retired circus clowns settled here with odd animals, worship chaos jester
97 Bloat Creek Farm, stream full of bloated rotten corpses in pond clan like to fish in
98 Clot Hill Farm, clan cult have huge blood covered idol, if clan threatened it comes to life 
99 Venom Creek Farm, crawling with snakes the clan care for, worship serpent man idols
100 Cheese Cliff Farm, clan have heard of chaos goats they make into cheese for maket

Wednesday, 21 September 2016

Reading CoC 7th ed and Pulp Cthulhu



I'm a bit miffy because my win10 laptop reloads tabs constantly and lost 75 evil farms i described lovingly on a 3 and a half hour bus ride commuting interstate for work. Not in writing mood since then. Have big job interview friday which might fix my life up and end my hellish travels and living arrangements. Playing last few rooms of ASE and 5th ed cthulhu fridays and going to run my Murder Highway game for two saturdays. Gonna work on some generic drivers and cars for drop ins and as examples.

Anyway here is what I have to say about Cthulhu 7th ed I have been reading loan copies. Despite what I say here I will definitely get the Pulp Cthulhu Book physically and possibly the keeper and then the investigator books. This review is more like bullet points so far.

More complex than previous editions but possibly more complete with many more character options and history. Extra stats to care for. I don't like the stats being x5 old rules - i rarely used idea and knowledge rolls or luck rolls in previous editions. Monsters now have unwieldy huge numbers. I can live with it but i keep feeling like im playing tsr d100 games. Slightly annoying i cant swap monsters from brp products as freely.

Mostly 1920s i think could have not bothered with modern sttuff and saved for another book - no attempt really at gaslight era. I will have to get last gaslight book as my box set and 90s book stolen and I hated the sherlock stuff (but i like rat things). Possibly a players book for each era would work.

So many differences it is another game. Not really BRP anymore. Feels like a liability to have played old game to learn this one. Im sure many mistakes will be made by old players and awkward moments will happen.

Very complex and over written for new players or gamers. Over the top in places but some good suggestions and explanations. Biggest complaint I get from non chaosium HPL gamers is that it is too complex. I should have seen that bit on avoiding playing racism and sexism too historically before my current anti catholic character. Some concessions to modern trends in mechanics and design.

Great art and layout. I dislike the full colour cofee table RPG book style but this is one of the best ever. Overdesign has not harmed readability and more games could be like this. Great artwork and photos. lots of content in keeper and player book repeated. Without repeats and adventures could have been one book. Thank god they dumped the moth eaten buggy pages that made readability suffer. Solo adventure would have been nice they should do more and re release old ones. I remember old scenarios only a few pages - modern ones seem wordy, too complex, too many monsters. Marketing wise the new ed feels like 5th ed dnd a bit or aiming at the larger gaming audience. The art alone is very tempting. Im more impressed than I was by the the monster field guide.

More stats to record - spendable luck points I think it makes me feel less helpless. Which spells utter failure for horror setting. Every new edition has made easier to survive and this ed feels more pulpy. Adds complexity i would happily not have even though the mechanics are ok. I liked optional magic points rules in brp that did a lot of what luck does in this game and would have been simpler to implement. Having more uses for magic points would have been good. I get the feeling this mechanic a bit of a story gamer touch to make players feel in control more which I think makes less scary.

The pushing skill idea that you can re-roll some non combat skills for a second try but risk disastrous failure if you don't make it is really good new mechanic. I don't really get or like the bonus dice and new skill opposition system. I might get it later though. Seems a concession to modern games. I still like the old resolution table.

Ads nothing really new to mythos - stuff in old eds like hpl npc stats gone. I do like the spell section and ideas on spell failure and variations. A few good things in the mythos book sections. Changed the classes of entities so no more lesser independant races.

Lots of good spot rule ideas I might use in my other BRP games and older Cthulhu games.
Healing different and ok.

Credit rating is greatly improved and more obvious feature of game.
All unarmed damage 1d3 no martial arts. Actually I like this. I did use a gangbusters/top secret SI based non lethal damage system in my game that made fist fights less deadly. This might be simpler. No more muscle bound martial artist guys doing 3d6 kicks to poor mythos monsters.

Tommy guns 5 times too expensive and harder to get than reality contradicting the text and history books. Listed price is $1000 black market. Funnily Pulp Cthulhu has the 1921 price, more like $200 in 1921 and $228 by end of decade. Ridiculous conceit about Tommy guns after text states purchasable from sporting good stores not through black market as stated in gun stat block. Better ways to control over kill weapons. Brits returned thousands of drum mags to USA for being too noisy and rattling which is a great indicator big drums have problems and suggesting a way to make them liabilities.

Taping two 20 round box mags together deemed more reliable for quick change, later on versions with mags welded together used by military. I had player turn up with a 1920s ad for surplus BAR at low prices. It is kind of ridiculous to make these weapons too hard to get. Tips for dealing with this would be better than crazy prices. Ive seen images and films with Lewis guns used by explorers so getting military surplus stuff in some places more permissible.

Explosive damages all raised to TPK strength and more useful for monster destroying.

Actually with the cthulhu pulp book all this works better somehow. Id rather play the new ed as a pulp cthulhu campaign. This book makes the new edition shine. Much better than the BRP pulp book but that might work better with this book too.

I will still play older version probably 1st ed. Despite all these grumblings I am more likely to play 7th ed now than I was when I heard of it and when I first looked at the books. Possibly all goes back to getting home from con with 6th ed leather bound to hear news that 7th was in the works. Hopefully this doesn't happen again.

Laundry might be something i get more and will snap up all the cthulhu now stuff i can while on shelves. Good ideas from 7th ed will filter into my brp home rules.
Still hoping Chaosium and Moorcock beef will be resolved.

Saturday, 17 September 2016

More Important Goat Secrets and Chaos Goats


































Now you are utterly convinced about the need of magic goats in your setting here are some more important goat factors.

d12 Goat Community Tech Level

1 Nomadic and prefer cliffs for shelters otherwise bushes and bent over trees
2 Cave goats live in clif or hill cave shelter, most not very deep and goats don't go too far
3 Tree goats have inhabited cluster of thickly branched trees they all roost and play in
4 Shelter in human ruins d4 1=house 2=wall 3=church 4= crypt or Tomb
5 Live among humans with shepherd, provides shelter and protection. Humans think they are boss
6 Have convinced gnome s or other race to build shelters and a well
7 Have convinced gnome to build tiny adorable goat cottages and goats can crank a water pump
8 Got village with fields tended by other animals or possibly human hirelings
9 Crudely cobbled goat town with specialist goats and many other animals and races as specialists
10 Stone wall around a goat fort house where goats in armour parade, while non goats are peasants
11 Goat village protected by fairy illusion with fey races and talking trees part of community
12 Marble goat citadel on difficult to access peak or rock or giant tree. Humanoid golems and unseen spectral beings serve the goats advanced magical civilization. Their own written language of little hoof stamps and libraries of books that taste bad. Fey shape shifter goat changelings are common part of the community. Goat knights often have magic skull caps and armour. Occasionally a god or fairy lord comes to visit them. They wage war with trolls since the dawn age and have deep cosmic wisdom

d12 Preferred Goat Trading Partners and Allies
1 Dwarves are good for tools and metalwork and goats like to carry stuff up 60 degree slopes
2 Elves make nice parties and have lots of faerie friends and goats are the life of the party
3 Animals especially magic talking ones but less so the meat eating ones
4 Humans have hands and can do stuff goats cant and are cheap, goats provide dairy products
5 Halflings and goats get on famously and halflings can ride goats, hobbits love cheese
6 Beast Men can be useful allies but the chaos tainted ones or slaes of wizards are best avoided
7 Gnomes and goats are best friends and goats are the proffered mounts of goats
8 Fauns are common allies and kin, always happy to help goats and live with them as equals
9 Goat centaurs are like centaurs but with goats and have a goat head they are powerful spell users
10 Goblins are grubby creeps but they have many tasty trade goods and skills and goblins like milk
11 Sylvan magical beings like goats and trade wine for milk, like dryads, treefolk, satyrs. centaurs
12 Evils, goats dislike being slaves and goat eaters but might deal with devils or non chaotic orcs

Chaos goats mostly worship chaos like demons because nobody else wants them once carrying the taint. Mutated goats are beyond redemption even if they seem ok.

Now when you consider goats in a pre industrial setting were as common as humans you will have to start adding goat kingdoms and territories to your setting maps.

Goats are not all just kindly, wise and good. Some bad goats are tainted by evil. Here are the most common types that menace the countryside.

d12 Standard Chaos Goat Creatures

1 Goat Men tribes a type of abhuman or beastmen often used by evil for fecundity and survival
AC13 HD2-4 ATT Melee and a butt attack or Misile weapon MOV12"
2 Were Goats are wicked men who become goats by night or when enraged to do evil
AC14* HD4 ATT butt/bite/hoof/hoof 4xd6 MOV12"
3 Mutant Goats are multi limbed, tentacled insane horrors with weird features tainted by chaos
AC13 HD3 ATT butt d6 have 2d4 major mutations which may enhance attacks MOV12"
4 Demon Goats are plane shifting great black fire breathing goats with wings and forked tails
AC16** HD6+6 ATT butt/stomp/stomp 3x1d8 or 4d6 ranged cone of flame MOV12" fly 16"
5 Fire Goats are evil elemental goats that explode on death and can shoot fire
AC15* HD4 ATT butt or breath 2d6 fire MOV12"
6 Dragon Goats are partly reptilian with wings that breathe fire
AC+17 HD8 ATT butt, bite, 2xwing, 2xhoof d6/d8/d6/d6/d8/d8 plus breath as dragon type MOV12" fly 24"
7 Gorgon Goats are iron scaled and breathe gas that turns foes to stone
8 Chimera is a lion-goat hybrid with two heads and a snake tail, some have a dragon head and wings too
Traditional AC15 HD7 ATT  Butt, Bite, 2xClaw, Tail d6/d10, d8, d8, d4+poison MOV12"
Chaos AC HD ATT as traditional plus 2d6 dragon bite and breath attack MOV12" Fly 16"
9 Ghoul Goats are rotting undead who dig up corpses to eat their butt causes paralysis like a ghoul
AC13 HD3 ATT Butt d6 plus ghoul paralasys MOV12"
10 Vile Spirit Goats are corrupt land spirits who can form a goat body or can cause fear as spirits
Spirit Form AC16** HD3 ATT Fear DEF Invisible and Intangible, spoil food and water MOV12"
Coporeal Form AC14 HD3 ATT Butt d6 can reform once a day, if killed fades away MOV12"
11 Chaos Satyrs are evil satyrs often with mutations, are bigger, stronger and music abilities
AC14 HD4 ATT Spear or club plus butt d6, Cast Charm Person 3/day or fear 3/day Confusion 1/day
Faun only AC12 HD 2 ATT Weapon and d4 butt or missile, some are d6 level spell users
12 Goat Centaurs have goat body with mans torso and arms and goat head, they are powerful spell
casters with different powers and use them to enhance their melee weapons
AC16 HD7 ATT Weapon and butt or missile Each has 2d4 levels as a spell casting class MOV20"

* need silver, cold iron or magic to hit mostly need +1 to hit per *

Goatmen, satyrs, goat centaurs and goat spirits have good versions. Good spirits can purify food and water instead and protect good farmers who are kind to goats. Farmers who like them make corn goats from bundles of wheat. Mutants might be unhappy with lot  and not so evil but physically tainted and shunned by good goats and gods. Good cults dont let mutants enter holy ground.

Fire Goats are but one element, air goats can walk on air and carry witches to sabbats, earth goats can burrow at 3" and steal food stores, water goats can swim freely in water and can turn rear ends into fish tails, they like to drown kids. Elementals can be various alignments but the nicer ones mostly stay home and dont bother people. Good or neutral ones could be commanded to do evil. Colour hue best way to tell apart as evil ones darker or tainted by shadows. Greater elemental goats have more HD and can create elemental walls and fire elemental bolts. Quazi elements like ice, lightening, crystal, lava and fog might have goats too. All elemental goats explode on death and their effects don't harm their own kind. Elementals resist the element of their own type and dislike other elements.

Non magic satyrs are fauns, they are a bit nicer than satyrs and less likely to rape you. Fauns might just take you home for tea and want to play checkers or go on about their families. As fauns don't have powers they rely on being chatty even evil ones. Wicked fauns are sadists.

d12 Why Are There Chaos Goats About?
1 A bubbling pool of raw chaos has tainted area and a poor goat has been touched
2 A wizard, witch or warlock has been corrupting area and making monsters
3 An alchemical toxic spill has caused corruption, mostly from illegal dumping of waste
4 A demon has been corrupting goats as part of evil plan possibly rode to earth on demon goat
5 A gateway to chaos is corrupting area and releasing abominations
6 A breed of chaos mushrooms has been left out by dark elves
7 A cave with a chaos grotto has become accessible after been hidden for aeons
8 A cult have been releasing evil forces and leaving tainted food out for goats
9 A chaos magician passed through and left monsters in his wake
10 A chaos god passed through area and left a taint or made some monsters
11 Mighty Goats battled here long ago in primordial times and occasionally a remnant is exposed
12 A foolish goat or dissatisfied cultist tried to obtain more power and instead was tainted

Of course they could have just moved from somewhere else

d12 What Signs of the Anti-Goat Might Be Clues...
1 Occult signs gnawed into meadows or tree bark
2 Horribly mauled and disemboweled corpses covered in hoof prints
3 Bloody hoof prints around houses and stables
4 Trails of toxic toadstools everywhere
5 Stinking piss trails where goats marking territory or being jerks
6 Sticks aranged in witch signs in meadows and near houses
7 Witness pretty sure saw goats, witches and goatmen cavorting in nocturnal orgy
8 Bleating and screaming sounds at night
9 Large rocks moves at night into annoying places
10 Horribly brimstone scented tar like chaos goat poop everywhere
11 Goat herder found frightened to death in field or bed
12 Young goats kidnapped to be corrupted!

d12 What dastardly Anti-Goat Schemes Are Afoot?
1 Polluting water supply
2 Tainting common folk with chaos, especialy the young, greedy and power hungry
3 Terrorizing common folk to drive away
4 Seeking a evil relic
5 Helping a cult dominate area
6 Vandalism of anything of civilized
7 Causing a avalanche or other natural disaster
8 Arson of forest, fields or farms
9 Making noises all night, keeping people awake and making babies cry
10 Acting as bandits leaving a mess of spoiled goods and gnawed corpses
11 Churches, shrines and holy places defiled with vandalism and dung
12 Awaken a ancient entity slumbering in these parts

Will do a d100 Evil Magic Goats sgortly
Also working on d100 Evil Wilderness Farms

Friday, 16 September 2016

d100 Kids of Nanny Binx for GoatQuest

Next time your game needs more goats your GoatMaster can use these tables. You've probably been worrying about the lack of goats in your games but now with games like GoatQuest, Goats and Grottoes, Dungeon Goat and other new games you can now relax. Possibly need to do goats as a BX character class or use this to create goats for a one of con game. A goat lore skill will help you unravel local goat secrets.

Dont forget Nanny Binx in petty gods tome but here is my early draft
http://elfmaidsandoctopi.blogspot.com.au/2013/04/petty-gods-stuff-nanny-binx-and-behni.html

She is in this book which you must get
http://www.rpgnow.com/product/149434/Petty-Gods-Revised--Expanded-Edition
I hope we get more osr books like this or has everyone gone pro now?

Nanny Binx wanders the multiverse leaving intelligent magic goats behind. Possibly she made other animals intelligent too and organised them into a anti chaos earth cult. Her descendants are not as powerful but still carry on her good work. She has tried to influence goat men and were goats into worshiping nature but this project is more difficult. Possibly her atheism gets in the way but earth goddesses appreciate the mana she has earned them which helps keep chaos at bay.

Typical magic goat
AC+3 HD 2 Att 1 d6 butt MOV 16"
Goats can climb like a thief and will climb sheer cliffs, tightropes, stand on a pole, rooftops or trees 16 or less on a d20
On a natural 20 they butt over opponents, they can do this if surprising anyone bent over
Magic Goats have a d4+1 other skill or lore fields of expertise

d12  Goat Type
01 Toggenburg - black or grey and white with toggles on neck
02 Anglo Nubian - various colours rounded nose
03 Angora (more like sheep sorry) or Cashmere
04 British Alpine - black and white 
05 Golden Guernsey - gold and wooly
06 Dutch Landrace - black and white, long haired, norse and irish versions too
07 Saanen - white
08 Black Bengal - black muscular
09 Booted Goat - shaggy red and black hair
10 Barbari - white with brown spots

11 Boer - big meat goats brown and white
12 Kalihari Red - large red 


d12 Goat Decor
01 Leather collar
02 Horns removed
03 Old hat
04 Floral garlands
05 Macrame decor with small brass bells
06 Leather collar with large bell
07 Carry bags
08 Scarf
09 Blanket coat
10 Ribbons

11 Dyed strange coloured fur
12
 Mystical tattoos

d12 Typical Goat Powers - all can speak common
d10 for billy goats d12 for nanny
01 Speak to any species
02 Druid of d6 levels
03 Priest of d6 levels
04 Wizard of d6 levels
05 Sorcerer of d6 levels
06 Only harmed by magic weapons
07 Can sense chaos and evil
08 Self reincarnation - if killed is reborn within 24 hours
09 Magic horns +1d3 to hit and damage roll once
10 Extra HD +1d4 whole HD

11 Always has d3+2 healthy kids each birth
12
 Healing milk two d8 doses every dawn and dusk (nanny goats only)

d12 Goat Quest
01 Investigating local petty crime like theft
02 Spreading warnings to animals about chaos cults
03 Seeking predator stealing farm animal children like fox or wolf
04 Investigating animal abusers or cattle mutilators
05 Bored and looking for adventure
06 Seeking missing human child
07 Seeking missing farm animal
08 Seeking a bad farmer who fled his crime scene
09 Helping animals revolt against wicked farmer
10 Seeking other magic goats or animals

11 On quest to enhance magic powers
12
 Investigating animal sacrifices of chaos cult

d12 Evidence of magic goat in area
01 Dead burned troll by local bridge with goat hoof prints as if they danced on corpse

02 Burned building with charred corpses holding curved weird knives inside
03 Animals all watching visitors as if spying on them
04 Farmer with head stuck in gate swearing about how was this possible
05 Funeral for farmer who fell off cliff somehow
06 Homeless ex farmer begging by road with charred stumps instead of hands
07 House covered in animal shit, every beast in area shits here
08 Wolf carcass hanging from tree with innards dragging on ground
09 Stomped flattened fox covered in hoof prints
10 Animals in barn bleating, stop and silently stare if human looks

11 Corn goats and goat decor and jewelry very very common in area, possibly vegetarians
12 Gang of goats by roadside look at visitors evaluating them




Kuseru Satsujin gave me some ideas I expanded on.


d100 Magic Goats
01 Mr Winky the magic goat wears a peaked wizard hat and glasses. He usually has a pet charmed monkey to open books for him. Teaches commoners wizardry for free

02 Nanny Zandra is an excellent dancer and entertainer who keeps a human dupe to collect money for her. Shes spends this to care for old and lame animals
03 Gordon the Golden prince prince of goats is handsome and golden furred. He fights monsters with his enhanced horns and HD. He likes to fight trolls and goblins most
04 Mimsy the Ghost Buttster can see and butt invisible spirits and drives away ghosts. She can even butt a spirit possessing a person out if she surprises them and butts them from behind
05 Billy Grumbleduke is a fierce fighter of chaos and cattle thieves and wolves. He allows short persons to ride him as a mount as long as they don't try to guide hid direction
06 Penny Zephyrtrot is a attractive nanny who moves nimbly and is faster than a racehorse
07 Conrad Roofssquatter likes to dwell on rooftops to keep safe and see enemies coming. In cities he gets excited and runs about on rooftops for hours where he is uncatchable
08 Polly Pennydrop cast's illusionary coins to trick victims into bending over for a laugh. She also is skilled at eating shreds of fabric off peoples posteriors
09 Gobredrikah the Druid Goat has a long beard and uses spells to sprout trees and tasty plants on roadsides. He likes to ride in the branches of tree folk and hops among the treetops
10 Cassy Doublecream makes the most delicious milk that fattens babies and makes magic nutritious long life cheese rations. She has luscious white glistening fur and has many protectors who she fattened as babies

11 Terraks the War Goat likes to wear armour and ha served as a mount for many smaller races. He regenerates wounds 1HP/round and goes berserk in negative HP
12 Ms Prissy wears a floral hat and likes to smoke long clay pipes. She can cast cleric spells and turn undead too

13 Machan the Mystic is a Goat sorcerer who can turn into a satyr or human at will. He has several identities he uses to learn magical secrets and investigate evil plots in human or elf lands
14 Sonya the Ruby Goat is a briliant evaluator of gems, jewelry and psescios metal. She claims she is a evaluator of fine wine but really is a drunk who lies to get booze
15 Barney Gigglepox is a brilliant goat comedian who can cast Natasha's Hideous Laughter three times a day. He shares material with bards in secret in return for beer and food
16 Corriana Pepperpot is a connoisseur of fine food who travels swapping recipes and reviewing eateries which is hard for a goat pretending she cant talk so she often travels with a fat youth
17 Nobby Hornbutt is a rascally goat who is surprisingly good at manipulating his horns even using them to pick locks, disarm traps and open secret doors
18 Cheryl the Peril is a brave lady goat acrobat with many incredible stunt skills. She uses them to lure chaos into deathtraps and ambushes and even likes living in dungeons or helping farmers trap wolves 
19 Mr Zippedy likes to bounce about crazily and bowl people over. He is quite sneaky and a master of surprise who can butt targets like a thief backstab skill 
20 Lady Moonhorn mistress of the night hunts evil by moonlight and is immune to energy drain attacks and paralasys. She hates ghouls and wights most and her horns are silver plated
21 Mr Cloppetey can run up any surface like spider climb spell and is immune to web effects. He hates giant spiders and is dedicated to squishing them all
22 Zrilla the Prophet Goat can answer three yes or no questions a day and can contact other planes once a week. She helps investigators of evil
23 Shaggy the Wonder Goat is a greedy, cowardly slacker but he still is awesome at hunting evil. He usually dupes some youths into helping them and occasionally is briefly heroic enough to save them or find clues 
24 Lady Penelope is a sophisticated goat of great charm who likes to eat paintings, scrolls of poetry and expensive instruments. She is a wonder at finding lost treasure and employs a butler to help her and save her when in trouble. She like to spy on people too
25 Kazzrah the Khaos killer is a might goat as big as a pony who gets additional two hoof attacks per round and han hir targets requiring magic. He has a permanent protection from chaos spell and can smell chaos tainted beings and objects. He lacks subtlety of his magic siblings
26 Shepizah the Glamour Goat likes to wear jewelry and make up and fakes exotic foriegn objects. She can use a body ow water as a crystal ball three times a week to help her solve mysteries
27 Jason the Great Goat is beloved by the gods and he is often aided by them whenever he becomes despondent about his quests failing. At least once a day a god will get him out of a jam or assist him. He often companies young heroes to teach them adventuring
28 Pamela the Mystery Goat is a super sleuth who can follow trains, scents and can detect evil. She often helps local law officers solve crimes and lets them take the credit 
29 Hobo the Wanderer likes to wander the world helping people solve problems then moving on. He is surprisingly good at finding the needy and carrying wounded, administering basic first aid and making traps and snares with rope using his hoofs and mouth
30 Lucy the Diamond goat hates evil wizards and can fire two 1d6+1 magic missiles from her magic udder per round. She often in disguise as a normal goat infiltrates wizard households and has butted several wizards off tower tops or into fire pits. She is immune to magic spell damage and dragon breath
31 Clancy the Butt Master lived with monks and now has a improved AC, HP, MOV and can make five d6 headbutts or kicks or hoof attacks per round. He is very humble and law abiding for a goat and knows hundreds of snappy but not very profound maxims 
32 Cerilian the Spirit goat can enter a trance allowing her spirit to explore areas or enter dreams of others three times a day. She can also speak to dead once a week
33 Sam the Piebald is a black and white furred red neckerchief wearing billygoat with the power to see through normal non magic walls and searches village housing for chaos cult objects. He then contrives a lynch mob to destroy the owners. He is very good at keeping his magic goat power secret
34 Corinda the Harmony Goad is a mistress of spacial dynamics and by artisticly chewing on things can render a area sanctified or protected vs chaos for up to a month. Some dont appreciate her gnawings at first. Wis effort she can make dimensional membranes less fluid making plane travel and phazing more difficult in a area
35 Toby the Indestructible has a bristly grey iron body and a +3 magic weapon is needed to hit him. He doesn't like rust monsters and always runs double speed away
36 Nanny Daphne likes to wear and eat flowers and uses her druid spells to spread floral plants. Her spell effects always have floral side effects. She likes to decorate villages and move on. If she finds a chaos village she plants giant carnivorous plants instead
37 Bucky the Brave loves exploring dungeons and he can knock down most reinforced doors half the time with one butt. He can knock down any humanoid with a roll of 16 or better in his attack roll and can knock giants down on a 19 or better
38 Nanny Phil knows hundreds of stories and legends which adventurers might find handy. She knows dungeon locations, cult rumours and monster lair locations. She dislikes going on adventures but loves to hear about them 
39 Vinny Shankhorn has unusually sharp horns that act as +1 and do double damage. He is a expert on organised crime in rural and urban areas
40 Samantha Gobbleguts can eat anything even cursed relics, evil gems, annoying intelligent swords, poison, green slime and even fire
41 Colby Blinkbutt has the ability to blink in combat and almost always gets to hit a foe from behind. He can teleport with a whole party once a week to his secret island cave base 
42 Cindy Queen of Goats likes to wear a tiny crown and gold bell on her gold collar. She actually shits 1d100 coppers pieces 1d6 times a day but only if she is happy and content
43 Happy Gutglob is a big fat billy who can bounce 3" up to four times a round or he can move full speed and make a 6" bounce. These bounces can go up or across and he can carry a normal person or two small passengers
44 Garry Plunket Goat detective is very good at spotting clues, trails and detects lies three times a day. Once a day he can commune with the Archons of Law to ask a yes or no question
45 Tabitha Twitchtail can never be surprised and detects secret doors and invisible things half the time. She is easily exited by her discoveries bleating and twitching her tail
46 Kane the Witch Hunting Goat can smell magic or persons with spell abilities. He hates unlawful magic and likes to work with inquisitors and witch hunters
47 Gruff the Crime Goat (Kuseru Satsujin) uses his incredible powers of deduction and trivia to solve mysteries. He likes to smoke a pipe and read but is always up for a mystery with his human helpers
48 Sofie the Wise Goat is a knowledgable she goat who gives great personal advice about personal matters, especially effecting family and love. She occasionaly helps authorities solve a mystery or intervenes to help the innocent falsley acused
49 The Scape Goat (Kuseru Satsujin) can eat curses and bad spells afflicting other persons freeing them of effects. He is immune to harmful magic effects and curses he eats but it takes him a round of nibbling to eat a magic effect. He can also eat harmful effects of sin which has similar effect to a priest confession helping a dying person reach a better afterlife
50 Crysophathia the She goat hates chaos and has improved HD and AC. Her udders can shoot two acid bolts per round inflicting 2d6 each or disolving metal bars or locks
51 Korby the Riding War Goat (Kuseru Satsujin) is a huge goat who can carry a armoured knight or several dwarfs into battle. He has 4HD and does double damage with a charge
52 Nanny Phantasia the Illusionist goat tricks criminals and cultists into exposing themselves with her magic. She is an expert and casting without sound or gesture and keeps her identity as a magic goat secret 
53 Byron the Billy Goat is a meloncholic poet prone to tantrums and meloncholia, but he loves the ladies and writing poems. He can use bardic abilities which sound just like bleating to humans but are still effective. Despite his deplorable side he is a clever mystery solver due to his experience and obscure knowledge. He has had his poems published in common under a fake naame
54 Nanny Cassandra is a cunning spy and has killed many cultists by aranging accidents. She often uses other animals to assist so many involve cultists being run over or ropes being gnawed through or burning branches being dropped on thatch roofs. She is quite ruthless and moves from town to town judging and killing cultsists
55 Gimpy is a small, limping billy goat but he is cunning and a natural sorcerer. He is a bit of a drug addict and gnaws drug crops and eats mushrooms. He likes to hold portals then uses spells to burn houses of cultists. He often is acompanied by normal goats as billy goat body guards
56 Nanny Miranda is a sophisticated goat who likes to smoke cigars and drink fine brandy. She has exacting knowledge of the vice dens of the rich and tries to steer investigations to them or at least the local pub. She is quite the scapper and gets two extra hoof attacks and wears a bowler hat
57 Godfrey the Gladiator Goat wears bronze armour and earned his freedom. He owns several humans who dress him and cover for him when on missions not apropriate for a heavily armoured goat. He has double HD and his suit gives him magic +2 to hit. He is fearless and immune to flame when dressed.  
58 Nanny Cordelia likes the fine things in life like being fed grapes on a sofa in a palace. She blatantly displays intelligence to get adopted by the rich as a curiosity then makes herself indispensable even without talking. She often helps slaves and will direct them with speech to aid her investigations 
59 Max the Magnificent is a handsome goat with big horns and a ornate collar. He infiltrates bandit camps then reveals their secrets by sending notes via pigeon using a spell cantrip to write by dictation. His fatal weakness is vanity and he loves being winner of country handsome goat contests
60 Shorna the Nannygoat likes to educate human children in secret to be kind farmers as she thinks this the best way to fight cruelty and cults. She even turns up at orphanages and educates whole gangs of urchins in secret. The urchins also act as her spies and she enacts terrible vengeance with her cleric spells on evil cults, especially ones that prey on children
61 Kaleb the Ice Goat friend of frost and snow is a shaggy long haired angora goat who specializes in cold related spells. He is immune to cold and has frozen cultests then shattered their bodies like glass by dancing on them. He even speaks to wind spirits who act as his spies and even carry him to far off lands. He doesn't like being domesticated but needs a haircut and hoof trim occasionally
62 Petra the Explorer carries a backpack and leads expeditions of human youths she has saved from sacrifice to explore ruins. She often recruits a band of murder hobos to act as monster killers if danger is about. She can spot traps and secret doors and advise her humans how to open them
63 Jimmy Black Buck is a were human able to adopt human form occasionaly and under the full moon. When human foes need silver or +1 weapon to harm him. He can resist his human urges and even has human followers to carry clothes for him. As a human he is a expert thief 
64 Penny is a Nanny with many mentalist spells like divination and ESP who can track a cultist down with ease. She even charms them and makes them betray their cults and turn themselves in to authorities 
65 Old Pete is a veteran goat wizard who has several human apprentices with him. He is crotchety but fair. Several of his apprentices have gone on to become teachers and he stays with them when travelling. He likes to plant trap spells on cultist implements and altars and kill them off one by one with evidence in hand. He likes to smoke and eat cream buns even though neither are good for him 
66 Donna the Wise is a far thinking nanny who offers her engineering advice to aid villagers with windmills, dams, waterwheels and defenses. Her followers have been know to set up siege weapons as traps to kill monsters
67 Clarence the Reading goat loves books but now he needs glasses which his human followers help him with. He encourages literacy programs and tries to disencourage cult activity. He offers a curriculum of classics to inspire heroism and virtue. He tries to help villagers overcome problems that drive them to desperately seek out cults. Many libraries admit him even though he eats the odd scroll absent mindedly (only ones with poor grammar and spelling)
68 Coriander the sea goat can turn into a fish from the waste down at will and specializes in sea mysteries. Many sailors have been saved by her and trust her. She infiltrates ship crews to find evil fish men or kraken cults
69 Luke the Unstoppable can shoot a d6+1 magic missile every round and can fly magically. He uses these powers to fight aerial monsters and track flying witch cults and even infiltrate them. Once he knows their habits he sends a message to inquisitors who mop up for him. He often is accompanied by young clerics in disguise on secret missions for the church
73 Miss Tawny can summon and bind earth elementals which she keeps in the bell on her collar. She uses them to improve the land around villages in secret and to battle demons
74 Tanner is a rascally billy goat who loves adventures and dungeons. He happily carries backpacks and is brave enough to fight a goblin or a wolf. Fortunately he is cleric and can heal wounds and turn undead. His collar has a holy symbol. He has saved whole parties of heroes who will come if he call for them by post 
75 Cora the Malcontent Nanny encourages free thought and ideas while trampling heresy and cult ideas. Her gang of youthful sidekicks stalk and beat cultists and robbing them for money. Her gang love to hear her tales of morality around the campfire at night
76 Barry is a big jolly goat who tells crude jokes and farts often. He likes to eat things he shouldn't but is a avid chaos cult hunter. He protects goat kin first but will look after kindly goat herders and farmers. He can turn invisible at will which helps him spy and fight but occasionally his flatulence betrays him 
77 Katie the Vigilant uses her communication skills to establish spy networks of birds to find cultists. She uses talking ravens to inform authorities and keep her anonymity. She thinks humans are flawed unlike goats
78 Sprinkles the Bro Goat, is every bodies friend, a top guy whos has supergoat sharisma, roguish charm and wit. He likes to move around so as to not overshadowing everyone. He loves the ladies of course but he enjoys spending time with gangs of manly murder hobos. He rolls two lots of dice for everything and he picks the best set for the result he wants. He serves the cosmic balance and fights for the gods of fate
79 Nanny Clover likes to use her human and animal followers to foil political corruption especially as a tool to find and secretly murder cultists. Her personal gang wars with secret societies has destroyed many towns in her purging. Some mistake her gang for a murder cult for some reason.
80 Solar the Sun Goat, claims to be son of the sun god in is youthful form as love god. He has a high charisma but has decadant dandy aristorat tastes. He is decadant but can fire two light ray once per round from his horns that inflicts 3d6 vs chaotic evil, 2d6 vs evil and 1d6 vs everything else. He doesnt like physichal contact with humans but tolerates 
81 Diana the She Goat is a swashbuckling wild forest goat who fights bandits, trolls, wicked hunters, or poachers on sacred hunting reserves. Chaos monsters and wicked goat men and were goats she might try to save them and redeem their taint, but if they dont follow through she kills them. She has double HD, bettar AC and MOV and does double damage
82 Barney the Good Goat is a wholesome sailntly goat with a stragley drown beard anf fur. He preaches love and understanding and can call a 3d6 fire or lightning bolt from the sky if outdoors at unrepentant sinners. Barney has to move around becaus his sainthood cult is threateneing to the echlisiarchy and nobility
83 Virtual is a strange other world goat.  He can walk through walls, move with blink of thought, and sometimes his form becomes lower resolution. He has multiple d6 lives which replace his corpse one round after dying. he doesnt talk he just says "denial of services attack". He possibly fights evil and is very attracted to butting zombies for double damage. but mostly runs about aimlessly butting things
84 Zachiaria is a grey hoat with longer black hair. He has awesome tatoos that store spells which he absorbs when cast at him. He can store 12 levels of spells and if he can absorb it it wont effect him
85 Keziah tyhe Strange Goat uses Tantric Goblin Shamanism and has drained all the local goblin shaman of her spells. At any time she has 2d6 first level spells, 2d4 second level spells and a d4 third level spells. At peak power she glows and floats over the ground, she walks like a mortal. If the ever fills up her power to maximum role able capacity she evolves to being a petty god. She is mostly nightmarish making some doubt her goodness 
86  The Hypno-Goat is believed to be the squicky offspring of Nanny Binx's dalliance with an alien creature who has developed a hypnotic gaze. All Hail the Hypno-Goat (Kuseru Satsujin)
87 Agrimi the Leaper is a nanny goat who can leap vast distances (somewhere between 2 and 200 miles, or as far as the horizon can be seen from it's current vantage point) in a single bound. While Agrimi can carry a single rider on these leaps, she rarely consents to do so (Kuseru Satsujin) 
88 Martin the Clever goat wears glasses and a tie and sometimes a scholars mortarboard. He loves to tell people what they did after the fact and "I told you so". He can offer good advice and is a wizard. He even went to wizard school. He likes dungeon adventures because he gets to be clover lots
89 Angora the Explorer is a cartographic traveler whose travels are displayed as map on her wool. This wool is periodically discarded whole, providing a fairly accurate regional map  (Kuseru Satsujin) 
90 Corey the Star Player Goat is a fantastic athlete and had double HD, better AC and does double damage. He likes to train goats and villagers to resist chaos and knows a wide arracy of military drills and training techniques. Once the locals have improved he moves on. he has been a sergeant in several militias. He also teaches wonderful sport to improve society
91 Bagot the Postal Carrier is a wandering nanny goat who delights in delivering mail and packages between distant locations. She has an unerring sense of direction when it comes to deliveries and ask only for small coinage in exchange (Kuseru Satsujin) 
92 Rainbow the Spectral goat can change his dimensional frequency and gender at will. The goat passes through walls and teleports anywhere within sight. It can turn human for one hour a day It shoots prismatic rays of different types once a round and can plane shift or time travel a whole party once per week. Has enigmatic purpose
93 Zaron the Unigoat has a mighty d10 damage unicorn horn that can cast heal and purify food and water three times a day. He says unicorns copied him. Sometime Zaron appears as a nannygoat and claims to be his own sister. You never see them together at parties  
94 Trolgo the Goat-Troll is a huge regenerating goat monster hybrid. Has double HD and damage Goat who regenerates 3HP per round. She is not bright but means well and is smart enough to subordinates herself to one of her sisters mostly
95 Two Headed Pete is twins. Two front halves joined at the waist. Where Pete poops nobody can figure out.  Has two butt attacks and each has a separate spell casting class. Hard to surprise and can run forwards or backward the same

96 Nanny Sleepy Time the Sandmans Goat at night can enter your dreams and look for evidence of cultists to try and redeem with nightmares. Can cast Sleep once every ten minutes, Stomps on the skulls of enemies with her hooves with two extra d6 attacks
97 Corben the Big Buck has double HD and Damage and can carry loads and even a unarmored person as a mount. His horns are +2 magic. He likes to work with Chaos killers and quickly his abilities are realized. he gets bored in peacetime and wanders off to the eternal frontier if peace breaks out
98 Sheila the Unreal is a wizard nanny illusionist who uses illusions to fake the supernatural. These illusions draw out evil and leave them exposed and easy to kill. She has a die hard gang of teenage followers to help her faux mystery solving antics
99 Big Kev the Bold Billy is a huge wargoat as big as a knights horse who loves battle. He has Double HD and damage and has two d6 hoof attacks. He wears chain or plate or leather barding depending on his mission and even silver or cold iron skull caps to battle certain monsters. Big Kev likes to carry knights or several smaller unarmoured persons into battle. He laughs loudly and likes beer 
100 Nanny Petunia likes to find and raise baby monsters and humanoids to be good and upstanding creatures opposed to Chaos. Chaos cults hate her so she often hires murder hobos to protect her children