Showing posts with label random charts. Show all posts
Showing posts with label random charts. Show all posts

Thursday, November 26, 2015

1d20 SE Asian Daggers and other Gameables from the Museum

POTENTIAL GAMEABLES FROM MY VISIT TO THE ASIAN ART MUSEUM IN SF

So you roll a dagger on your treasure list. Kinda mundane, til you show the player these and have them roll d20. These were all just labeled as "Dagger".






Here are some charming fellows to put on your encounter chart:






And lastly, a few random treasures...
Rhino-horn carved goblets


and never least, THE ONE THAT WRITES ITSELF -





Friday, October 4, 2013

Quick Psychics for Insane Mystics d20 Table



None of the Santicore requests so far quite fit this, and I'll probably need it before Christmas, and maybe you need it so...



Quick Psychics for Insane Mystics d20 Table

You have _______________________ but only when __________________________  and ________________________.

Roll d20 1-3 times, so either mix n match or read across.

1
Telepathy
Looking at someone of another race
Still
2
Telekinesis
Standing on one leg
Moving
3
Pyrokinesis
Being burnt
Upset
4
Apportation
Drawing own blood
Calm
5
Aura Reading
Crying
In an altered state
6
Astral Projection
Dehydrated
Frenzied
7
Bilocation
Wet
Fighting
8
Clairaudience
In a trance
Fucking
9
Divination
Looking in a reflective surface
Near death
10
Dowsing
Tasting live plant matter
Surrounded by lit candles
11
Healing
Dancing
Singing in a choir
12
Mediumship
attaching dead person’s face and tongue to tree, wall or otherwise perpendicular to ground
Sewing
13
Precognition
Casting bones
Naked
14
Remote Viewing
Making a sand or stone “painting”
Shorn of all hair
15
Psychometry
Destroying the object in question or if not object-based power then destroying talismanic precious object (doll or other trinket you’ve cultivated emotions about)
In mid-air (jumping, falling, etc)
16
Retrocognition
Allowing ghosts or other spirits into this world
Staring at a specific object
17
Transvection
While asleep
Holding mud
18
Roll twice
Drawing another’s blood
Touching an animal
19
Roll twice
Holding a beating heart
Extremely hot
20
Roll three times
Under water
Extremely cold

 For definitions:

http://en.wikipedia.org/wiki/List_of_psychic_abilities

More pictures that are somewhat maybe relevant but possibly not:






Friday, September 6, 2013

Empire of the Flaming Moon: Character Creation (Revised)

(I realized I had got down a path I wasn't actually that interested in - pretty standard D&D play plus kimonos and katana. My initial intention with EotFM was far more "alt history with mythological touches" and not high fantasy, so before going farther, I'm making sure it's on the right track.)

All starting PCs are human.

FLAILSNAILS: magic items from other settings become mundane items of appropriate weight upon entry, or are left in interdimensional space while the PC is here - Player choice. Non-human PCs may choose at entry to appear human for the duration, but lose all racial abilities while here if so.

The average person will never see magic performed by a human except healing, and might glimpse mystical creatures only a few times in their lives. There are a few exceptions based on Buddhist and Shinto practices and spirits. The major exception is that Priests DO treat those badly injured helping their community or the exceptionally sick if their families petition the priest. Shinto and Buddhist healing magic is part of the culture and not considered an imposition of alien force into reality.

Hengeyokai are considered to be old folklore by the common people, but believed in and feared by Daimyo and Shogun of the old school. Native PCs may attempt to become Hengeyokai at death. To achieve this, they choose a native animal to attempt to possess, then roll percentile dice. If the roll is equal to or less than [CHA x (POW score or INT bonus, use higher)], they are successful and their spirit merges with the animal's mind. Other rules regarding Hengeyokai are here; if there are any discrepancies, this post you are reading now takes precedence.



Character Creation
1. Abilities and money.
Roll 3d6 in order seven times.

STR (melee attack and damage bonus)
DEX (ranged attack bonus. AC bonus)
CON (HP bonus)
INT (Languages known; interactions with written or remembered information)
WIS (Perception checks and the like)
CHA (interactions with others, the force of your personality)

You may switch one if you want. The last one x10 after any switching is starting currency, which is usually paper scripts representing an amount of rice. Currency may be copper coins minted by the Empire, depending. Foreign currency is subject to exchange rates.

Skill checks and saving throws are made by rolling under the appropriate ability score (usually with penalties). Contested rolls are won by rolling under your ability score but higher than the opponent.

Note bonuses to attacks and AC due to Ability Scores from here.

POWER: this ability score is determined by [(CON or CHA) + (INT or WIS) - 28]. It is the ability to manifest your will into a change in reality - IE magic. It has a few other uses that the Magic and Combat Styles entries will go in to.

2. HP
Roll 1d6. Yup. Add your CON bonus according to this chart.

3. Magic (beta test version)- if you have a positive POW score starting out, choose a first level spell from any book or a starting magical ability from an RPG class. I may tweak these. There are many more nuances to POW and magic in EotFM, but for now, this works. A player may decide to leave the effect open to last-minute improvisation, but agrees to acquiesce to GM interpretation of the desired effect. I'll be fair, it's not a _Wish_ spell. Note that Vancian Magic is not native to EotFM, and native characters cannot learn it on this soil.
What players with a positive POW score are doing is: Buddhism - tapping into the Universal Spirit along the Path to Knowledge and manifesting their will. Shinto - Communicating and bartering with Kami or Demons to achieve the desired effect. Shinto magic can be more powerful, but at a cost. There are more typical Magic-Users in the western style in the Dragon Kingdoms to the immediate west (think China).
As far as deities go, players are welcome to do as much or little research on Shinto and Buddhism as they want. There are many local beliefs and superstitions that permeate the setting, so having different PCs with different understandings of spirituality is fine. The basics that anyone from Nippon (the Japan of this setting) would know are: Shinto is the older native religion, and its followers believe every creature and object has a spirit, called a Kami, that the especially sensitive can communicate with and the powerful can manipulate.
Buddhists believe that all living things are part of a Universal Spirit, and that energy flows through all that can be manipulated by those in touch with oneness along the Path to Knowledge.



4. Classes? There are no classes per se. Their equivalent is the sum of your path through the origin tables and what you choose for Advancement.

5. Equipment. You may carry 1 item for every point of STR or CON (whichever is higher), plus a basic kimono. Small items (throwing stars, daggers, etc) count as 1/3 of an item, tiny objects (caltrops, nuts) give you 1 average use of the item per slot (1 throw of caltrops covering 5' well or 15' loosely is 1 item slot)

6. BACKGROUNDS
Social Class of Parents
roll 1d10
1 - Samurai Class - Nobles, elite warriors, the aristocracy
2-7 - Peasant Class - Farmers, fisherman, common laborers
8 - Artisans - craftspeople; boatwrights, swordmakers, clothing makers, makers of cooking utensils, etc
9 - Merchants - traveling traders and shop keepers are considered "parasites" and segregated.
10 - below class system

Family Fate During Childhood
Samurai
1 - Master's house dissolved; your father became a Ronin; roll on Artisans' chart for Fate During Adolescence
2 - Parents Killed; Roll on Peasant chart for Adolescence
3 - Favored of the Daimyo; you may choose your result on the Fate During Adolescence chart
4 - Political Position; your father was elevated to Daimyo status and you will inherit his position
5 - Corrupt; your parents were involved with Yakuza
6 - Warrior; your parents made sure you were tough. Add 1 to HP OR attack rolls
7-8 - Heavy Training; Gain an Attack Form


Peasants
1 - famine and heavy taxes; subtract 1 from CON
2 - famine and heavy taxes; subtract 1 from CON but also have Community below under "7-8"
3 - Corrupt; your family is involved with the Yakuza
4 - Agile: your talents were noticed by a Ninja clan, and you were taken from your parents and trained
5 - Parents Killed; roll on Below Class System chart for Adolescence
6 - Family uplifted; roll on Samurai chart for Adolescence
7-8 - Community: you always have safe haven and access to equipment on your family's farm and in your hometown; they will even hide you from Samurai, Daimyo, Yakuza, etc

Artisans
1 - boatwright; you have access to boats your family couldn't sell or a new boat at material cost
2 - swordsmith; you have access to weapons at material cost if you travel to your family's shop
3 - textiles/clothier; you have access to clothing of any profession of station if you travel to your family's shop, but they may not approve
4 - potter; the rhythms, rituals, and aesthetics of wabi-sabi have given you an understanding - gain +1 POW and have access to pottery (either rejects for free or new at cost)
5 - architect; your parents helped plan and construct houses and other structures, and you have an understanding of them
6 - performer; your parent(s) were either travelling performers or Noh actors and you have a bonus of 1 to any checks involving acting, subterfuge, or performance
7 - painter/printer; you have an understanding of art, color, how to harvest ink and brushes from nature, small-scale woodworking, and can talk aesthetics as if raised in the Samurai class
8 - abandoned; roll on the Below Class System chart for Adolescence
9 - Sword School assistant; gain an attack form and have access to a noted swordsman
10 - Raised by Strange Foreigners; gain +1 to POW but magic performed will be considered an illegal act; know a few sleight-of-hand tricks

Merchants
1 - failed business; roll on the Below Class System chart for Adolescence
2 - Successful business; double normal starting cash
3 - corrupt; family involved with Yakuza
4 - uplifted; your parents did something that impressed a Samurai and were taken on to run an estate; roll on Samurai table for Adolescence
5 - sold; raised as Ninja
6 - became farmers; roll on Peasant's chart for Adolescence
7 - trader; roll 1d4 on Artisans Childhood chart above
8 - Wildly Successful or Terrible Fate; choose another table to roll on

Below Class System - on all results, halve starting cash
1 - half starting cash again
2 - wanted by authorities
3 - butcher, undertaker, or tanner; access to meat, undertaker's business, or hides as appropriate
4 - descendant of slaves; bears a distinctive tattoo or mark
5 - hustler; +1 to CHA
6 - shop's assistant; roll on Merchant table for adolescence
7 - artists' assistant; roll on Artisan table for adolescence
8 - raised by Yakuza
9 - stole Attack Form; gain an attack form, but a (1-3) Samurai or (4) Ninja Clan wants you dead
10 - Geisha; you know the ways of the upper classes but are not of them




Family Fate During Adolescence
Samurai - NOTE: all results except "Ronin" mean you are sworn to serve your Daimyo and tied to his or her house and fate. Your movements are restricted, and your actions must be weighed, lest you decrease your Daimyo's honor and besmirch his name.
1 - Master's house dissolved; you have become a Ronin and surrounding Daimyos chose not to take you in. Everyone who knows you expects you to petition Daimyo to allow you to Seppeku in their palaces so you might die with some honor. You have no Honor points to start.
2 - Executioner in training; you crit on a 19 or 20. This may be chosen as an Advancement by Samurai characters who spend time training for it. Gain 1 Infamy.
3 - Favored of the Daimyo; you may choose any starting equipment you can carry and may petition your Daimyo for conveyances and other favors; you may go on missions you choose if you convince the Daimyo they are somehow in her/his favor. Gain 1 Honor.
4 - Political Position; you have risen in the Daimyo's house and are in charge of a certain city or trade route. Gain 2 Honor to start.
5 - Corrupt; you are involved with Yakuza and it's only a matter of time before someone figures out who's letting all that gambling occur in District 3. Gain 1 Infamy.
6 - Warrior; You have proved yourself a mighty warrior. add 1 to STR or WIS and gain 1 Honor or Infamy
7-8 - Noted: Gain 2 Honor or Infamy, or one of each.

All social classes below Samurai are forbidden from openly carrying weapons in civilized areas.

Peasants
1 - Tax Revolt! The Samurai that put down your area's tax revolt were especially cruel. You have no family farm or safe haven.
2 - Tax Revolutionary! You have no family farm, but are a member of a secret mountain camp that works to undermine the Daimyo and Shogun and free the people. Some view you as bandits, some as saviors. Gain 1 Defense Form (NOT an attack form).
3 - Yakuza thug; you owe money or are otherwise under the thumb of a low-level Yakuza boss. You're known as a thug and people fear you or come to you for contacts. Gain 1 Infamy.
4 - Genin; you are a low-level Ninja, beholden to your Clan. Genin is the rank that carries out actual missions in the field. Gain access to Ninja Weapons as starting equipment and roll on the Ninja chart below.
5 - Herbal training; gain a bonus of 2 to revive unconscious people and roll under WIS at appropriate penalties to identify poisons or make antidotes.
6 - Animal Friend; you have an animal friend who is loyal to you.
7-8 - Community: you always have safe haven and access to equipment on your family's farm and in your hometown; they will even hide you from Samurai, Daimyo, Yakuza, etc; if you already have this and want to, you may reroll. Otherwise, gain 1 Honor.




Artisans and Merchants
1 - Genin; you are a low-level Ninja, beholden to your Clan. Genin is the rank that carries out actual missions in the field. Gain access to Ninja Weapons as starting equipment and roll on the Ninja chart below. The fact that you are a Ninja is a sectret from even your closest family.
2 - Expert Smith; with facilities and enough money, you can make Master weapons in downtime. Master weapons observed in use will cause Samurai and Ninja to seek them.
3 - Armorer; you may craft armor or improvise it from what you find with a roll under INT and a plausible or entertaining description
4 - Haunted; a ghost inhabits an item you carry from your parent's shop. It sees into the physical and spirit worlds, and may have other powers. It is not necessarily a fan of you, though.
5 - Noted Craftsman; your family is known for their works, and people curry favor with you. Gain 1 CHA or Honor.
6 - performer; you are a travelling performer or Noh actor and you have a bonus of 1 to any checks involving acting, subterfuge, or performance. If you got this for Childhood you may reroll; otherwise gain 1 CHA or INT.
7 - Yakuza Thug: see #3 under Peasants
8 - Sword School student; gain 1 Attack or Defense form. A noted swordsman's pupil. Gain 1 Honor.

Below Class System - on all results, halve starting cash
1 - half starting cash again
2 - wanted by authorities
3 - Weird mentor; a strange old man sometimes appears and impart his wisdom to you, usually with a whack on the skull. Gain 1 WIS or 1 POW.
4 - Yakuza Thug; double starting cash but you've got responsibilities.
5 - Genin; see 1 under Artisans and Merchants.
6 - Good Deed; you have 1 Honor in your town of origin (only).

Samurai on horseback, wearing armor and horned helmet, carrying bow and arrows


7) HONOR AND INFAMY
Spend a point to automatically succeed on a CHA roll or decide an NPC's reaction roll result.
Spend a point to add 1 to any roll you make or subtract 1 from the roll of an enemy that can currently see your face.

8) ADVANCEMENT.
After surviving a game (at least 2.5 hours of actual play time), a PC gains one of the below:
*+1d6 HP
*Accuracy: +1 to hit (choose Melee or Ranged, only counts for that)
*Savagery: +1 to damage (choose Melee or Ranged, only counts for that)
*Master of Secrets: +1 to POWer.
*Training: pick two skills from this list. Get +1 to checks involving those skills and any relevant extra effects. You can double up on the same skill if you want to get +2, but the extra effects (if any) are not doubled if you are choosing it twice at the same time. (by "plus" I mean "roll improved; in many situations this will actually mean the roll is lowered)
*An Attack or Defense Form, if the PC has spent time training and practicing. (Attack and Defense Forms will be detailed soon)
*+1 to an ability score the PC rolled this session, to a max of 18.


Yamato Takeru dressed as a maidservant, preparing to kill the Kumaso leaders. Woodblock print on paper. Yoshitoshi, 1886.


To Do:
1. Ninja chart (for people who have results making them Ninja on the charts above to roll on at character creation. Gotta have some Ninja runaway PCs with whole Clans after them!)
2. Equipment Details
3. POW details (especially Ninja tricks)
4. Attack and Defense Forms.

I've been working at this so long that it's hard to see it right; I need other eyes on it, so here ya go!
Goal: to get everything done and play a test session by September 15th.

Wednesday, February 27, 2013

What's Next? (a random table inspired by RotLD III)

I just watched Return of the Living Dead III, and if you haven't go do that now. Seriously. It's pretty cool.

For those of you that have, here's a table of events in it that could be what's in the next hex, what happens when the PCs go off map, or the like...some of these are out of order. Some are events, some are NPCs, some are just room dressing.

1. An inept guard
2. a couple fucking
3. someone's father makes a drink
4. bad news
5. someone urges their companion to dangerous thrills
6. an accident; one person dies, one person lives
7. someone has a dead loved one, is pretending they're alive to achieve a goal
8. a scientist is experimenting on severed limbs (animate)
9. someone steals a uniform
10. a series of weird, narrow windows internal to a structure
11. someone breaks a seal they know to contain evil, hoping for a good result
12. the dead come back to life, but don't remember dying
13. a container of gas, a protective suit
14. weird, mutated undead attack the people who were "controlling" them
15. a skeleton rips out of it's body
16. a hot redhead
17. a gang of tough guys playing an innocent game
18. someone eats food gluttonously, spits it out
19. a gang of toughs harassing a couple, couple are hiding a secret that could destroy them all
20. an armed merchant fighting off a robbery
21. a gang of toughs fighting undead
22. law enforcement or other authority chasing the wrong people
23. someone getting off on pain
24. intelligent undead creating nonintelligent undead
25. mindless undead attack
26. a specialized military unit equipped to deal with local magical menace
27. pipes, steam
28. a crazy vagrant who tells a scary anecdote relevant to the current situation
29. unexpected help navigating the area
30. someone with a note from a higher authority taking over command of a situation in progress, is protested
31. a military unit goes rogue
32. a father, heavily armed and looking for his son
33. a woman turning into something else
34. an underground lair, rats, stuff glued to walls that is meaningful to the owner
35. someone makes a speech that abstracts your plans into a general theory of happiness
36. a symbolic token is given that must be passed on under specific conditions (EG an act of altruism)
37. a gang of thugs infiltrating a sewer lair
38. someone jumps off a bridge
39. a couple sneaking onto a military base
40. criminals and the military both closing in on the PCs
41. someone transforming into something more dangerous and a lot cooler
42. criminals torturing and questioning
43. a narrow escape
44. tour of a military base with harnessed monsters
45. monsters loose in a palace of authority
46. a scientist with a powerful weapon
47. a fiery conflagaration
48. death makes someone way weirder
49. a weapon that seemed powerful proves ineffective
50. something from the past, thought contained, is unleashed

Wednesday, February 6, 2013

More ANARCHYCORE - a cult and some tables

Paul SchaeferYesterday 11:37 AM (edited)

+Joey Lindsey you great gob of putrid pus, make me a cult that sews things together all Franstein/Dr. Moreau style.
Anyone else, I will draw some of your stupid ideas and make them seem like treasures to humanity.

THE STITCH
This cult's members believe that everything is better remade. Natural forces do not guide anything to it's best form. All must be cut asunder and stitched back into new combinations. Some carry this edict out physically, as crude brutes or refined serial killers, cutting up human, demihuman, and animal, and attempting to give life to new creations from the pieces.
Other members of this cult are more subtle. Seemingly innocuous, they give friends advice and happen to have the right bit of gossip to break up couples - but hey, they also know just the right person to encourage your affections toward next. They often take government positions, hiding their agenda, sewing discord and mistrust until treaties are broken and revolutions and wars erupt. They will then work to form new alliances, forge new pacts.
They see no contradiction in breaking up alliances and combinations they themselves previously formed, after a time. The seams must show. When the scars fade and the stitches come out, whether physical or metaphorical, it is time once again to cut and reassemble.
Members can be identified when searched by the results of their initiation - two initiates cut off a finger and sew on that of the other.





Scrap PrincessYesterday 12:26 PM
+Joey Lindsey landspeeders are stupid, you are stupid , make me a stupid table of city encounters



Scrap PrincessYesterday 1:07 PM
Actually I don't want that anymore +Joey Lindsey , make me a "so you decided to become a wizard table"


SORRY SCRAPPER YOU GET BOTH

STUPID TABLE OF CITY ENCOUNTERS
1. A wandering baby hippo with huge cute eyelashes that the city folks cower from in fear and try to pretend isn't there.
2. Harcourt Brace Jovanovich, Nobleman and Scholar. He writes down everything you say, but seems to miss the point. He can make the most interesting events seem boring, and wants to follow you everywhere, narrating what is happening.
3. Street closed. Workers from the "Oh Shit Construction Co" are working. The whole block looks mysteriously like really even blue lines and shaky pencil sketches.
4. A really sexy person who isn't interested in talking to you, but asks a leading question every time you try to walk away.
5. A Deity doing paperwork, listening to worshipers, and sweeping up the temple because their Priests formed a union and got the day off.
6. Meeting of the Priests' Local Union 103. They are violently arguing about dental care or something.
7. A big ol alligator that all the children and some adults are playing with, like it's a huge puppy. Scratching it's chin and everything.
8. Yourself, coming the other way. The other you is super awkward for some reason.
9. A Thief's Guild has set up a little booth with streamers, stuffed animals, and pamphlets, hoping to recruit.
10. The Big Bad you killed last month, undead (again), being super nice and all apologies.
11. A bear on a motorcycle being chased by slimes. "Get on, there's no time to explain."
12. A bunch of lawyers who want to take you out to lunch.

SO YOU DECIDED TO BECOME A WIZARD
1. GREAT! Waddaya want me to do about it? Good luck with that. Here's a hat.
2. A creature who lives in the dangerous forest/volcano lava/local dungeon/clouds has cast "Find Wizard", and you're the closest schmuck with no familiar calling yourself a Wizard. You feel uncontrollably compelled to seek them out.
3. A real Wizard hears you wrong and polymorphs you into a lizard. Oops! That was off a one-use scroll. They feel real bad about it though, and would be happy to take you on as a lizardy apprentice.
4. Geez, if you'd realized there was so much paperwork, you might have said something else - Fighter, Assassin, I mean hell, even Elf! Oh well, now you're signed up with the Inter-Regional Magic Authority. Hope you like writing quarterly reports.
5. "The Wizard! You have come! Just as the prophecy said! Let us show you to the dragon..."
6. You begin as a 0-level human that can cast Nahal's Reckless Dweomer a number of times a day equal to your INT bonus. If you choose this path, you skip 1st level, and are 0-level until you have the XP for 2nd.
7. You are actually just a person who is followed around by 2 0-level theater people in black catsuits and masks who do their best to carry out (with props) how they imagine the effects of whatever spell you say you're casting are. They pretend they aren't there, like no one could see them. You pretend you're a Wizard. Maybe it'll work out?
8. That's cool, but somewhere in the world your nemesis has been unleashed. It can track you by the energy from your spells, so better move on pretty quick after casting.
9. Bonus! A local witch just threw down her flying broom and said, "I quit! Take this, you'll need it."
10. Wizard Bus pulls up with a bunch of senior citizens in cargo shorts and Hawaiian shirts. You signed up just in time for the Annual Beach Retreat!
11. A bear on a motorcycle being chased by slimes pulls up. "You the Wizard? Get on, there's no time to explain."
12. Everybody's like "Oh god I hope it's a phase. But you follow your dreams, honey." Mom buys you a whole second set of equipment (double starting cash, but must spend it).