Sunday, 15 October 2023

d100 Halfling Missions



Halflings or any small feyling small folk are all good at looking cute and pressed by bigger races but of course, are in fact more like ninja ewoks who bumble through everything like its easy. They make good patrons and friends. In my current homebrew of my game halfling "subclasses" will be reskinned for goblins or beastlings (small humanoid beast folk) and small elemental or plant or mushroom people. These folk are surprisingly tough and dangerous in a brawl 

d12 Halfling Settlements
1 Halfling loner in large unoccupied but cluttered complex d4 1=evil bugger 2=old and family gone 3=others all fled 4=last of kind
2 Extended family Burrow of d4 family hearths on the frontier
3 Village d4 1=Crossroads 2=Row or burrows 3=circle of family burrows 4d4 family hearths usually in civilised lands with many goods and housing in the local style
4 Town with large population of over d4 x 1000 traders, markets and inns with enclaves of other peoples among them. Much like any town of people of the region with some unique halfling charms and quality services and goods
5 Town burrow complex with a population of d6x1000 mostly halflings and on the surface seems like a smaller village with secret defences and watchmen. Everything is made for halfling comforts like cushions, snack stations and animal petting stations 
6 Halfling minority enclave in population of another demihuman with a d4 thousand members in a district and others over town. Their technology and craft look local and well-made
7 Halflings are enslaved or dominated by some local faction, bullies or wicked lord and are treated as serfs. They pay harsh taxes for their "protection" and many other petty and mean-spirited fees to earn a living. They only get 3 meals a day and no nap breaks!
8 Halflings are enslaved and kept caged like animals and controlled by mean bullies with whips and chains. Another species farming them like Morlocks
9 Natural cavern with the village a trading hub between the surface and the deep. 5d6 households with their own burrows. Inside the cavern is tunnels to faraway places and d4 1=lake 2=vast pit 3=ruins or cave art cathedral 4=fungus forest. A few other demihuman traders will stay here 
10 Prehistoric clan of halflings living in a great cavern near the surface. 5d6 Burrow families live in an area in carved extensions from the natural cave. Some are extra savage shunning light and eating outsiders. The cave has a d4 1=fish-filled river 2=ancient ruins 3=secret cult shrine 4=vast piles of gnawed bones including human
11 Nomadic clan for 5d6 families who travel on foot or with wagons or ponies and often some beast like small deer or goats or dogs. Their villages are temporary or seasonally rotated for best food. Most are shy but some will attack civilised people stealing their land
12 Advanced halfling bunker complex built to avoid some disaster long ago with 3d6 families all interrelated now. This vast metallic vault was built by advanced halflings with plate armour and flintlock pistols. They prefer to be a secret and are quite off even for halflings

What's this halfling doing?
1 Visiting friends
2 Going to the shops
3 Gathering d4 1=herbs 2=mushrooms 3=berries 4=honey
4 Take a pet or a friend for a nice walk
5 Looking for adventurers to employ
6 Visiting elderly kin with a basket of delicious food
7 Running away from some bad recent encounter
8 Take a picnic basket for a private feast
9 Drinking possibly with friends and jolly
10 Blazed on some pipeweed, really good got from his brother-in-law, d6-1 friends
11 Watching area in secret working for d4 1=clan 2=gang 3=kingdom 4=cult or just alone and scared
12 Feeling ill from a big meal or not enough. Needs food badly to survive,
"Can you spare a few chickens or fruitcakes, perhaps some beer, I'm feeling feint"

d12 Unusual Features of a community
1 Standing stones and dolmen even in the village square and graveyards
2 Magnificent tree with a door, the home of a local magician  
3 Grove of ancient trees where dryads and other sylvan beings visit
4 Door to a locked older complex d4 1=mine 2=dungeon 3=cavern 4=escape tunnels
5 Temple d4 1=Dedicated to a local cult 2=Dedicated to druids 3=Dedicated to faerie 4=great gods depicted as halflings
6 Criminal family guild members and will pickpocket guests, have a secret training dungeon and vault
7 Stranger who lives here a retired adventurer d4 1=Wizard 2=sorcerer 3=Warrior 4=Bard  
8 Has a dungeon door right in the community and they keep it locked and have drills
9 Enemies bullying locals and have caused some injuries to drive away small folk
10 Spectacular market with good snacks, herbs, spices and unusual breeds of smaller farm animals
11 Vice-loving halflings  drinking, pipeweed and gambling and all a bit poorer and unhealthy
12 Village has drills to hide, activate traps and use secret doors for hit-and-run tactics and a peril-filled tunnel complex built for smaller people

d12 Halfling Rewards
1 Feast for you and your followers
2 Free accommodation and meals for a year
3 Free beer for a year
5 Free stable fees for a year
6 Weeks of drinking and gorging
7 Magic potions d6+4 
8 Old unused burrow for you
9 Choice from a pile of +1 items d6 1=shortsword 2=club 3=stick 4=rock 5=sling 6=dagger 7=sheild 8=shortbow
10 Quiver of dozen +1 arrows or pouch of sling stones
11 Pouch of rocks - make a sling stone or a throwing rock per round you reach in (possible it could fill a room over time but stops if mouth blocked
12 Magic Stewpot make a meal for six once per day in these versions d4 1=venison stew 2=vegetarian gruel 3=delicious raw flesh of the idiot god 4=warm porridge with a bit of butter

d12 Halfling Hardware
1 Sensible clothes, boots, backpack, sling, dagger and club, fruitcake
2 Shirt, trousers, clogs, pocket knife, wheel of goat cheese, a loaf of bread 
3 Tweed suit with hat, walking cane sword, buckled shoes, bottle of wine, glazed fruits 
4 Hooded cloak, shortbow, short sword, dagger, leather armour and roast piglet
5 Fishing outfit with high boots, cap, necktie, boots, oilskin coat, stripey shirt, dagger, line & hook, pet cat or bird, dried cod for d4 days
6 Animal skins and a wreath of holly leaves and berries, club, sling, roast rabbit on stick
7 Chain shirt, iron cap, shield and a shortsword, sack or war booty, leg of roast lamb
8 Axe, horned helmet, chain or scale armour, ham, small keg of beer, beer mug 
9 Priestly robes with a staff a dagger, holy book, suet pudding, bottle of wine 
10 Shirt or dress, sandals, club, plus a dog, pig or goat on a leash, six boiled eggs, bread, d4 apples
11 Hooded robe, dagger, burning torch, cult mask, d4 mysterious minced pies
12 Shirt, vest, fancy hat with feather, musical instrument, pork pies, deck of cards

d10 Quick 
Missions Types
1 Shopping
2 Cookery
3 Vermin
4 Building
5 Borrowing
6 Travel
7 Bullies
8 Investigations
9 Relics
10 Weird Wandering

d100 Halfling Clan Missions
01 Buy three large stuffed leather chairs, make sure comfortable type
02 Buy four large decorative rugs for our burrow walls in winter
03 Open the roof and lower in some new furniture and take out the old stuff
04 Buy all the apple brandy you can for our special apple festival
05 We need all the pheasants and game hens or any small birds we can get for a feast
06 Bring us a new cast iron oven from this port and look out for hungry rust monsters
07 Buy us 24 smoked hams for an emergency i
08 Bring us four tons of sacked flour, please, the good kind without gravel 
09 Bring supplies or spun wool, thread and fine cloth for folk dancing costumes
10 Buy the finest tea set in the town and impress the snooty old widow
11
Make a wonderful wedding cake in 24 hours 
12 Prepare a roast oxen stuffed with wild boar and 200 loaves of bread
13 Gather a sampler of the region's best pipeweed for the meeting of elders 
14 Bring a wagonload of beer or wine, some brandy would be nice
15 Catch this famous elk with a silver patch stag for a feast, watch out he is feisty 
16 Steal this Cloud Giants cookbook
17 Prepare a feast for visiting emissaries from the king
18 We need you to fetch ingredients for dragon sausages
19 Manticore testicles are an important feature dish on an upcoming holiday, go fetch a pair
20 Collect giant bee honey for our mead, look out for bees and elves who think it is theirs
21 Giant beetles bored into our cellar go destroy them
22 Giant rats are all over the storehouse licking our ham and cheese
23 Someone is stealing our pies and making our guard dogs sleep
24 A pack of wolves are getting closer to our homes each night destroy them
25 Some large burrowing beast has built tunnels under our fields go stop them and find our missing pony
26 Take this wicked outcast far away, we will not speak of their crimes again and they must leave by sundown. Somewhere hard to get back from perhaps an island
27 Grandma's root cellar is full of giant centipedes go get them and don't break her preserves
28 Squirrels are hoarding our nuts and we believe a were-squirrel lives among us
29 Mischievous sprites playing tricks on us, go beat them up and don't mention us. Best to leave the area after, really. No murder, please, that would be wrong
30 Sheriff reports lots of severed creeping undead hands coming from the swamp please find the source
31 Build a new burrow barn
32 Build a nice burrow house for the old widow
33 Dig new secret tunnel crossing area
34 Plough all our fields, you mighty human meat machines
35 Pick all our fruit, look out for snakes
36 Build a new stone wall fence around the sheep meadow
37 Cut down a dozen trees and get them to the village
38 Help the smith heat his forge, fetch water and beat metal
39 Help clear out the haunted storehouse
40 Help empty a house of goods and sell them and house for the mayor. Owned by some missing adventurer weirdo been gone for three months 
41 Go borrow the Trolls grindstone for us thanks they use it for bonemeal but we find they are superb ancient quality
42 Go steal our prize cow back stolen by a human noble who claims was on his land
43 A human took one of the holy symbols as a souvenir please get it back, it's ok if you need to beat them soundly
44 Go collect some owlbear dung please it is the most marvelous fertiliser for squash and marrows, ill win this year's contest you'll all see
45 Go collect some unicorn dung please it is a wonderous healing agent (d4 rubbed on a wound) but the pesky elves think they own them all so look out
46 Stingy dwarves won't sell us iron from their mine, even for cake and sandwiches. Because they eat grey grimy instant gruel and love it. Please go convince them to sell us some iron and if they don't steal about 40kg of ore, Maybe they can be bribed with beer 
47 Go to the local goblin village and steal back the fertility totem as its our turn now to steal it back
48 Convince the druid to make us animate scarecrows to toil in our fields and fetch water. No, you can't try and trick us with undead like that last part
49 Long ago a magician left a relic in that cave. Just bypass the traps and get it, please. It's what we call a cakewalk
50 A thief stole the land deed we had with the human kingdom in a plot to drive us off our land to replace us with sheep. Go to the noble's castle and steal it back
51 Go through the haunted forest and recover the hostages held by an evil knight and bring them back
52 Go carry this cursed relic and chuck it in the sea or a volcano or something, please
53 Go to our great sacred tree and get an acorn from the druids there and bring it back so we may have part of the clan tree too
54 Carry this magical healing cauldron to a village that had floods and mudslides. Help all you can with the healing magic food of the cauldron (mean halflings with evil cauldron food look gross but the taste is amazing and is addictive). Bring it back to our temple after
55 Go fetch these peaches from a tree guarded by terrible monsters
56 Search this road for signs of family and a wagon that went missing. Are they ok?
57 Travel to the city and beat up this young noble for us
58 Go take this sacred potplant to our sister temple in another town we have lost contact with. Traders say the road has become too risky
59 Go contact a clan we have lost contact with perhaps in another land
60 Go check these four island treasure maps we bought and we will split the costs with you if you find anything 
61 Hobgoblins get drunk and come into our streets and urinate on the hedges please stop them
62 A dangerous build-up of fearsome kobolds has gathered and you must cull them before they invade us
63 A big ogre came and stole our picnic and now all of us are afraid to eat outdoors on a nice day. Please kill it
64 A troll snatched a harmless halfling who only threw a few rocks as a joke go get him and thrash the troll within an inch of his life a few times
65 A hill giant has been seen and we know they love to eat us. It doesn't take a wizard to figure out we need to kill the giant and dispose of its corpse
66 A mean human bandit gang came into town and were very rude and became drunk and belligerent and harassed our sheep. Go deal with them permanently and get a royal reward too
67 A great big fish gobbled up an angler recently and now has attacked coracles and rafts of the river folk. Go catch this fish
68 Terror birds are in the woods pack hunted and chased Miranda Appleblossom when she was in her orchard. Go drive away those giant angry stupid birds that cant fly and eat meat
69 Slavers tried to snatch some children and are camped in the area, especially after our kind
70 A human cult have tried home invasions to snatch sacrifices but failed thanks to a few blunderbuss in the elder's homes and a lot of rock-throwing
71 Help the sheriff work out who stole the radishes from Borris Stoutwang's garden
72 Some wizards borrowed some prisoners from the lockup and the sergeant cant remember much about the visit. Anyway, get the prisoners back and the wizard so we can question him to see if he has any mind control powers he is using unlawfully
73 Pappa Marigold promised his daughters to a mysterious black-robed stranger for some gold and toffee and he wants you to find this fellow and destroy all copies of the contract
74 Someone is moving garden gnomes around by night. Some say gnomes are moving on their own, Solve this mystery
75 Go find out if the old haunted house is haunted or just some crime gang using ghost stories as a smokescreen
76 An assassin left this strange iron ring with a fly design on it that mercenaries distrust, what is it?
77 A special selection of cakes was arranged to be judged by the town council and were stolen. Recover the cakes and don't taste any just bring them back. Maybe clean them up quickly if needed
78 A sinkhole in a field fell into a prehistoric cave like our ancestors lived in. Go see if its got any of our relics or art or if its just a monster-filled hell hole
79 Grandfather had this strange map with and od language he made possibly leading to his treasure. He loved scholarly puzzles, codes and maps as he was a famous adventurer
80 Some small mysterious creatures have taken roost in some rooftops and air vents and chimneys. Go deal with these pests d4 1=vent trolls 2= gremlins 3=brownies 4=tiny adventurers shrunk by a god
81 Our clan used to have a magic cauldron but orcs took it to carry their loot home and its been lost 300 years. Recently some divination got answers and we can finally send you there to fetch it
82 Somewhere in the dismal swamp is the remains of Silo Thumpnunts who stole a magic egg from druids, and as he fled into the swamps he was chased by monsters and drowned. We think the egg will be in his body in a boat in a certain area as parts of it were foundf in a beaver dam 
83 A treasured recipe book was burned, go to this other village and ask to copy there's and bring the copy to us. You might have to impress them before they will trust you
84 A book of our heritage explaining how we crossed the world in secret in the old times with all our family trees is said to have fallen off a cliff in a wagon with horse and all into a misty narrow valley without a known climbable entry. You may keep other records unrelated to our people, mostly documents seized by a short-lived conqueror
85 A magical water pipe with infinite pipeweed was dropped by Uncle Yaleb Chunkbork (of the Butter Hills Chunkborks) into a river when he was fishing. He would really like it back as he is the secret custodian and he requires pipeweed to sleep and paint really detailed unicorn miniatures
86 The clan Harp Draegfilgr was taken by a dragon to its hoard one hundred and twenty years ago. The clan say we have a promising bard in the community and this relic would aid them in their service to the people. Go get it 
87 The famous shortsword SIlverfriend was stuck in a bugbear boss in a battle who then fell into a sinkhole and was carried away to his burial chamber in the deep of the earth, Go get this clan weapon back it would look so cool in our clan hall for rituals
88 Mortar & Pestle of the clan matriarch has lost its Pestle and without it we cant use it to make magic food. Which is better than normal food and free. Go get the pestle from whoever stole it. As a reward, you will get a magical feast for you and 12 friends
89 Chamberpot of King Goldcobble which empties unwanted waste and garbage to some other place. The king was somehow swallowed up by it so see if you can work out how to open the gate to the dismal trash-strewn dimensions used as garbage heaps from dozens of worlds. Go find the king's regalia and bring them back if possible
90 Cooking Pot of the Faerie Queen flavours any basic food item to be delicious with faerie seasonings and flavours and is not addictive. Treasured for generations until a secret club of chefs plotted to steal it with the help of an evil wizard. Go get it back and punish them and the wizard
91 Go join the first party of adventurers who offer you work and assist them in plundering their current dig 
92 Carry this evil relic to a location and throw it in d4 1=volcano 2=deepest sea 3=pit at end of world 4=mouth of a dragon god
93 Take this blessed sheep to a faraway temple and beware of demons who want to harm the beast
94 Escort this child to their family of nomadic wanderers somewhere beyond the frontier
95 Find a long-lost colony that went to sea and make contact with them
96 Find the world tree and use it to get to the underworld. Avoid the dragons gnawing at its roots and pick this rare herb from the shores uf the river of the underworld
97 Find the world tree and locate an ancestor who moved there long ago and see if they are ok
98 Ask the squirrels in the world tree upper branches how to find the world of delicious food and report your visit
99 Read the writings on sculpture in the world of Arcadia relating to our earliest history and see if any creatures know any true stories of our past
100 Take this hamper of delicious magical food to the temple of the hearth goddess in the upper branches of the world tree. The hearth goddess requires it to help replenish her divine pantry

Friday, 13 October 2023

Rate your cult 2 - tracker sheet




































form version of 
https://elfmaidsandoctopi.blogspot.com/2023/10/rate-your-cult-factor.html

So I used this in a session as a mechanic to power the adventure.

Mission: Find Cults on the Midas Jovian Station!
(will be part of the adventure for my current patreon)

So the team arrived on their new ship The Lucky Lady, a crappy salvage ship also good for long-range mining and transport with hab rings. It has giant mech arms on the front and a reconstructed digital personality based on a casino entertainment system named Danny. When the ship is in dock getting refitted the AI goes and gambles at the casino.

So our Martian Marine now modded for high atmosphere and high G acceleration, Our new recruit a belter pilot and our Doctor (a black lab gene tech) were sent in disguise as scum with former criminal records. The ship was recorded as confiscated from a smuggler. Hidden in the ship's meth lab, is a black gene lab and the ship's real AI. The main ship AI doesn't know its a shell around the Martian AI Security Inspector Friday. This AI can overlook Danny's gambling and use it to spread viral spiders to seek data. Danny also does lots of shopping and sometimes comes across shady characters. There is also an armoury with advanced combat rifles, shotguns, pistols and concealable stealth pistols and a cryo-gun to freeze specimens.

So party went and looked at list of harmless organisations that would be good for cults. They founded Project ark who believed colonisation was imperative to survive the coming disaster. One faction believed they had to get out at any cost and have sent out several solar sail ships on a 4-year loop of the sun to get up speed and pla to reach another system in maybe 80 years. They also had connections with another org the Astronomer Guild using telescope time to watch black areas of space claiming to find comets. They led to a madman in an institution on a org Kuiper belt deep space observatory. Party got cop uniforms and visited the patient who had seen something in space called Gharoth which apparently would awaken alien terrors.

So by now the party had been surveilled, avoided being drugged meeting cultists and gotten some attention. So four miners attacked the marine and the belter pilot in a tube train and had a long battle incompetently flailing at each other. When the attackers with a memory plastic knife and a retractable nightstick realised the knives couldn't hurt the higher quality suits of the party they gave up with that. Players managed to disarm the stick guy and was quite a bit of back-and-forth fumbling for it and failed wrestling moves. The marine used his rocket boots to slide down a few garages with a thug hanging on. Bad guys fled at the next station but the marine bugged one. 

So party now plan to raid the cultist's home. The cult knows the party have changed IDs and used clearance to access their former mad member. The cult had surveiled briefly but now the cult permanently will monitor where the party sleeps. They also write DIE! on their hotel pod doors. Also as this cult is infiltrated by other cults more cults know the party now. So party four on the track vs the Nemesis Comet Cult of Astonomers.

The escalating track record has worked nicely and gravitated to increasing action. The party is probably on point one for the adjacent cults now as they chose to interact with a cult the other cults all spy on. The party planning to break into the Astronomers Guild manor where VIPs party. Also know of some entity and cult telescope to spot it.   

Will see how this goes, hoping out players can get some games in between now and xmas madness.



Thursday, 12 October 2023

Special Encounters on dungeon to town path




































Do your players want a long rest again and real food not full of yellow mould spores and dungeon weevils? But they barely spent spells and have half their HP left why do they want to recover? So making regular trips increases the likelihood of new encounters to and from the dungeon. Lots of these wait till adventurers return to come out. By this time more locals watch party comings and goings and some might even use divination to predict when loaded adventurers limping home.

d12 Special Encounters on dungeon to town path after 3-6th trip
1 Urchins seeking work as pole boys, torchbearers, servants, messengers
2 Man selling snacks from a pushcart d4 1=buttered turnips 2=sheep feet 3=custard tarts 4="venison" pasties
3 Old woman selling luck charms, ugly but collectable figurines and treatments for dungeon diseases
4 Merchant with carts and guards selling booze some are crazily expensive fancy noble wine
5 Bakers boy selling bread rolls and sweet honey buns
6 Man with cart and a whetstone offers to sharpen your blades and patch armour while you wait
7 Sly grog shop, local has a tent and cups of grog and is paid a host fee not for the drinks cos we are not a tavern legally, gets raided every few days 1in6 has a pipeweed den where hobbits will keep you smoking for days
8 A d4 prostitutes camped, heard of rich adventurers will wave and whistle and show ankles
9 Charletan offers gambling games like shell, card or dice games
10 Old woman offers her visions and spirits to see your future, perform basic augury daily
11 Priest offering a few healing miracles for donations. Will start to make a small shrine
12 Mysterious stranger offers fancy potions d6 1=charletan 2=demihuman 3=wizard 4=cultist 5=drug pusher 6=mad poisoner

d12 Special Encounters on dungeon to town path after 7th+ trip
1 Royal tax collectors with soldiers here to help reduce the burden of wealth (actually they will value everything well and may take goods they over-evaluate like crappy monster weapons
2 Small warband of Andry humanoids heard of rich adventurers
3 Entire gang of bandits ambush who can be paid off
Scrap collector camp asking to buy common old weapons and armour or if it is safe for their crew to start gleaning the dungeon yet. Plan to strip dungeon doors, furniture, any good fittings or even bricks they can
4 A former sly grogshop has gone legit and built a tavern, possibly an inn also offers d4 1=prostitutes 2=bard hangout 3=dungeon entrance 4=stables and accommodation
5 Temple being built by a religion here d4 1=expanding sect 2=knows secrets about dungeon 3=heretical cult in secret 4=states most approved church branch
6 Bard follows party playing asking for coins and stories, offers to make you all look cool for money
7 Wizard camp with soldiers and magical guardians and defences. Buy and sell magic, Will sell basic +1 weapons, shields and ammunition and some potions and wizard scrolls
8 Devil and cultists appear offer you wishes and other benefits in return for eternal service, a bit upset if you refuse
9 Witch cult following a local hag and some of her ogre sons looking for lost souls and treasure. Hag may be tricked by flattery and will spare the party if someone pretty spends the night with her so she can spawn more ogres (she then goes to Faerieland a week and returns with 
fully grown d4 ogre and troll sons who are angry about dad abandoning mum and not playing sports with them and teaching them to eat human flesh)
10 A small filthy murder hobo shanty town is forming here as a crossroads with other dungeons in the area
11 Petty god/s in the area some are chatty, some are monsters some are weird hazardous phenomena
12 Faeries from Faerieland claim some of that treasure is there's and will mostly take coins and gems. If reactions go well they might trade some magic items for gold and gems. They are willing to fight as they will just get reincarnated if killed and can hunt down killers with friends later

Tuesday, 10 October 2023

Dwarf Lords Missions





































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

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

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

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

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

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

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

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

Sunday, 8 October 2023

Bardic School Missions































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

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

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

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

Saturday, 7 October 2023

d12 Strange Security Organisations for Strange Stars Phase One


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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