Wednesday, October 18, 2017

Cult Infested Village & Farmland Encounters

 Peasant Village & Farmland Encounters
Roll d20

(1) You encounter a town in the middle of a major religious ceremony. 50% chance for the ceremony to be of the dominant religion in the area, else the ceremony is unique to this town and is under the authority of a villager cult. (roll on cult table).

(2) Farm which seems to be busy with an activity hilariously out of season. (Planting in the middle of winter, harvesting in spring, sitting around doing nothing during harvest time, etc.) If asked or questioned, the farmers will deflect all questions. 

(3) Scarecrow has gone missing from a nearby field. Investigation reveals it has been animated by a local hedge witch and is violent. 

Scarecrow (1HD+1, AC 9, pitchfork d6, extremely weak to fire. Killing it gives you nightmares that lower all your saves by -1 for a week. This can stack if you kill multiple Scarecrows) 

(4) Small group of King's men ask the party if they've seen a man, and pull out a small sketch of him. They did, just a few minutes ago down the road. 50% chance the men are not actual lawman and are actually criminals OR cultists in disguise; that man has slighted them in some way. 

(5) Small coin-purse found on the side of the road with 3d6 silver pieces. If the party keeps it instead of trying to find the owner, they will get a stern talking to by an old woman who left it there on purpose as a test. She has no special powers or abilities, and will give nothing for the moral ones.

(6) Some of a farm's animals has gotten lose! They ask for your help in getting them back;
Roll d6;
  1. Four to six Sheep
  2. One very mean and ornery goose
  3. Bull or VERY pregnant cow
  4. Horse. 50% chance its a prized racing horse for a nearby noble.
  5. Billy Goat. Has a spiderweb between its horns with a poison spider.
  6. Bright Yellow Bat. It's harmless, but is prized for its really valuable, weird milk.
(7) Construction crew working on nearby significant project. The crew needs nearby workers from the locals, but most of them are either neutral or negative towards the idea. The construction crew asks you to gather supporters and they will reward you handsomely. Roll d6 for building;
  1. Bathhouse.
  2. Public Granary
  3. Noble's Manor
  4. Wizard Tower
  5. Arena
  6. Ghetto (for another race)
(8) You see several armored men with horses and weapons doing battle in a field. If approached, they say they are merely doing a historical reenactment. There is no way to tell from a distance and the peasants are panicking.

(9) The local crypt has opened, spilling 2d6 skeletons or zombies out into the countryside. 50% chance the party has gotten here late and now they could be anyone, just wandering around this peaceful community. 

(10) In the middle of a gentle town's street, 2d6 men run up and brutally kill another equal number of men, seemingly very skilled and also very careful as not to hurt anyone else before running off. All the victim's have the same cult insignia. (roll on cult table for which one.) 

(11) Four men in white and black stripped robes stop the party and demand they turn out their pockets. If the party does not comply, or if the men see any objects made of silver (INCLUDING coins) the party is cursed with an automatic failed save the next time they would save.
If killed and checked, the men have several silver objects in black silk bags, as if to contain them.

(12) Four wild hogs eating a horse, braying in pain, in the middle of a muddy road. 

Hogs (2 HD, AC 10, gore d6, +1 to hit and damage on first round of combat. They get an extra attack at the nearest party member on death.)
Hogs are not cowardly, but won't attack unless you get too close.

(13) Man in a tattered cloak asks to meet in a tavern or alleyway. He asks the party several quest-sensitive questions or personal questions of a profound nature. He will get agitated if not answered. If struck even once, turns into a pile of rats and skitters away.

If at least 3 questions are answered truthfully, he shoves a bag of 10 silver in your hands. If at least 5 questions are answered, he gives the weirdest looking party member a scroll with a unique spell, if 7 questions are answered he gives the party a magic map that has the names and locations of all the local people of this town. If 10 or more questions are answered he nods sagely, then transforms into a swarm of rats and tries to kill everyone starting with the most honest.

Rat Tail Spell- Level 3, TransmutationUser grows a 3 foot long rat's tail that grants +1 to all agility and balancing checks and AC vs ranged.
Duration = Caster level hours.

(14) Middle of town, a large house seems to be missing, replaced with a huge sinkhole that leads off to a dark crack into the earth. Locals try to ignore it, but admit being afraid of horrible noises coming from it at night.

Within the hole one can find the original house, surprisingly intact as if stolen from the surface. Instead of the locals though they find something else living in the house, who don't like guests;
  1. Goblins
  2. Gnolls
  3. Drow
  4. Kobolds
  5. Every object in home is animated, violent
  6. Hermaphrodite creature, heavily pregnant, fusion of all original inhabitants.
Hermaphrodite (4 HD, AC 12, attacks with Kitchen knife d4, billyclub d6 each turn. 1 in 6 chance to do nothing on a turn, as if struggling with itself)

Regardless of the monster(s); the house has a few trade coins and some carefully locked away cloth. The cloth actually contains thread made of gold which can be melted into 1d6 GP.

(15) Young famer's wife screams on a nearby hill, she is being attacked by a Chichevache, a creature that feeds off faithful and honest wives. As such the poor thing is starved nearly to the bone. 

Chivchevache (3HD+1, AC 14, bite attack d6, trample d4. If it eats the woman it will gain +1 to hit, damage, and AC, but she may still be saved in its belly. Also gains +1 to hit against female party members of good morales (not applicable)) 

(16) Runaway cart! When walking up a hill, a cart laden with all kinds of fruits or other goods will come barreling down towards party members. Anyone who doesn't dodge out of the way takes d8 damage. 10% chance the cart is somehow animated and at the bottom of the hill will turn around to try and run people over again.
Regardless of what happens a fat, cowardly merchant will come after and apologize for what happened, but will not offer compensation. 

(17) Small crate hidden nearby the road reveals heavy set of armor and weapons. When discovered a man will tell the party to leave and threaten them if they don't keep this secret. Roll on the cult table to see which cult it belongs to.

In the night after the discovery of the crate it will be used in a small skirmish between two farmer cults in a nearby field. They will battle until some amount of time has past or 1d4 people have fallen on one side; the victor leaves the bodies and weapons of the defeated for the defeated to dispose of and take away. By morning the bodies will be buried and gone. All of this can be observed from a nearby hilltop.

(18) Secret catacombs underneath the village that stretches off to the nearby village. 50% chance for a Thief character to spot the mark of the thieves or assassins guild down here. Secret entrance that leads to (14) and (19).

The catacombs have wandering monster checks at half rates. 50% chance of encountering a lantern skeleton (stats as skeleton, with lantern) or a few goblins that mostly just want to steal beer.

(19) Goblins living in what remains of a large cellar system dug between multiple houses and grain-stores in the past with the houses above totally removed and abandoned. Finding this place from above is very difficult, but the locals may say that there was once a few buildings here.

The goblins are surprisingly not aggressive; they mostly just want to get drunk and have sex with each other. Bring them beer and they will tell you all kinds of juicy info about the cults in the area, the festivals, and the tunnel system they built, and also hint at the
Brownie trapped at (20). 

(20) Astute countryside manor tucked away off the beaten path from the towns and farms. Food deliveries are made 3 times a week, the owner of the manor also seems to own or control most of the business around the area.

The owner of the manor is also the leader of one of the two cults in the area, 50% chance of either. His cult is in the dominant position, especially with his money. There is an alter to the cult in the manor. The manor also contains plenty of luxury items and valuables, but the master will not allow anyone inside unless they seem high class and stow their weapons.

Additionally; the grounds around the manor is inhabited by a helpful
Brownie (as Gnome) with magical powers who will give dirt on the master if the party helps him escape the walls. He claims the owner is keeping them here to force the plants to grow bigger and better.

Within the dungeon of the manor is a
Rod of Punishment; an extremely painful weapon that deals 1d6 damage, the victim automatically loses concentration on spells and similar, but this weapon cannot deliver a killing blow.

Secret Farmer Cults Table
Roll here to determine Cults. Rules on cults; only roll one cult, then each 'roll cult' has a 50% chance to be the same cult again or a new cult. Once two cults are established all cult events are either one or the other with equal chances or what makes sense. Roll d6. 

[1] Black Ring Cultists. Believe in sanctity of nighttime walks and drains. Members draw black rings on walls and posts to show territory and are obsessed with buried treasure. Their Insignia is a black ring on a white piece of paper.
Their power is to jump out of sight and then appear at another nearby location, such as behind a wall and then above an alcove across the street.

[2] Yellow Sheet Cultists. Believe in pressed fabrics and cottons, hierarchy of color where yellow is the king. Members always have wrinkle free cloths and their beds are perfectly made. Their Insignia is a piece of yellow cloth, no matter how small, often a patch on another outfit.
Their power is snapping their fingers and causing anyone nearby to drop the object they are holding in their left hand. If they are using something that takes two handed, it drops.

[3] Egghood Society. Believe that eggs are a vessel to reincarnation; wish for their bodies to be sealed in large iron eggs upon death. Stealing iron and raising money to do this; have a secret burial ground in cult headquarters. Insignia is a tiny hammer with a spike; to break free of an egg.
Their power is choking someone if they concentrate on them, dealing d4 damage each round. Requires eye contact.

[4] Green Spiral Cultists. Believe that the amount of life is only going up as time goes on; wasteful eating and compost is actively making the world more verdant. Their farmers grow extra food and waste it, even steal food to compost and throw into the nearby woods. Insignia is a wooden whistle.
Their power lets them exert minor control on a nearby plant; usually to whack with a branch (d4), or ensnare and tangle a foe.

[5] Five Legged Stool Society. Believe in supreme restrictions and utmost care at even rudimentary or everyday tasks. Members have spare tools and parts all around their house, and have copious guardrails around any and all heights. Insignia is a spool of thread and a needle, usually in the pocket.
Their power is to give themselves or an ally +1 to AC and +1 saving throws against party; passive.

[6] Red Glove Cultists. Believe in a guided hand to everything; creation, luck and fate, every object has a creator somewhere. Members subtly manipulate events and people in towns, even rearranging furniture can change the future. Their Insignia is a red glove, sometimes too small to be worn simply as a symbol.
Their power is changing a small object, that can be hidden in a closed hand, into another object. Such as changing a key into a nail or a note into a flower. These changes seem permanent.

Wandering Monsters Table
Note; only roll on this table if you have angered one of the local cults or they know you know of them and they want to keep it a secret. Roll d4.

[1] Cultist and 2 Cult Guards. They prefer to attack at night and away from prying eyes. The guards both carry 1d6 silver in coin-purses.
Cultist (1HD, AC 11, ritual knife d4, has 2 first level cleric spells each day, plus cult power.)
Cult Guard (1HD+2, AC 12, sword or club d6, can block attacks to the Cultist to itself)

[2] Three Cultist-Warriors. They always pray before combat, and mumble religious chants under their breath when they fight. Run if spotted by anyone other then party members.
Cultist-Warriors (2 HD, AC 14, Swords, hammers, or spears d6, has cult power and +1 to hit)

[3] Cult Hedge Mage. Has a small angry mob (2d4) of villagers to fight for him; who are under effect of Charm. The party is accused of a crime with no proof or evidence. Sentence is death. Villagers as bandits with improvised weapons. The Mage carries 1d4 gold worth of arcane resources.
Cult Hedge Mage (1 HD, AC 10, staff d4, casts first level spells)

[4] Specially trained attack dogs. They look like feral dogs, but there is no question they seek the party and will only try to hurt them. Their teeth have been filed into cruel points. Stats as wolf.

Tuesday, October 17, 2017

Fantasy Great Wall Encounters

 Fantasy Great Wall Encounters
For OSR Adventures
Roll 1d20

[1] Great Storm rolls over the wall, trying to throw you off the wall or into it hard. One party member may take a lightning strike (2d6 damage) by holding up a metal weapon, which ends the storm instantly.

[2] This section of wall is painted in bright, spiritual colors. Atop large wooden pools are three Wall Shamans.

On a Good Reaction roll, the Shamans will allow you to pass unmolested. On a Neutral or Bad reaction roll they will demand the party give them sacred paint or else they will attack, even if you don't have any.

Wall Shamans (2HD, +2 initiative, +2 AC from height, 1d4 pole damage, 1d6+1 painted swords)
Appearing; 3

The Wall Shamans fight atop their long wooden poles, impossibly keeping balance even as they hop around on them and hit people with their poles. If they touch they ground they say a prayer and draw painted swords.

[3] Wall Poachers. They are here to steal some of the native wildlife that has grown on and around the wall, to which there is surprising diversity.

If reactions are Good, they offer to pay the party for helping them catch one of the follow. If reactions are Neutral or Bad they will instead tell the party to turn back and not let them past their 'protected wall-park'.

Creature they Seek (1d6);
  1. Golden Eagle. (eggs preferred).
  2. Wall Spiders, dog sized.
  3. Rare Wall Spiders, normal sized.
  4. Wall Goat. Butts people off with horns.
  5. Wall Shaman's pet mink. It's painted.
  6. Wall Dodo. They can turn invisible.
[4] Unnatural brick-and-mortar 'cave' built in to side of wall here. 50% chance for a great white bear to be stationed within. Area is filled with bones and two silver friendship amulets inside. (Worth 1d6x5 gold each, if two people wear them all rolls to aid each other get +1)

[5] Living Echo inhabits this area. In order to stay alive it needs people to 'speak' to it and keep its booming voice going. Can selectively repeat what people say to try and get them to converse with it.

Living Echo (1 hit point, cannot be hurt except for Silence Spell, which kills it or by starving it. Thunderous Echo can deal up to 1d4 damage to people who try to ignore it too long.)

[6] Eunuch Architect examining part of the wall. Carries a golden robe and a few treasures with his horse, but is unsurprisingly a powerful Sorcerer. Extremely proud of his horsemanship skills though, not his magical prowess.

Roll reactions; on a good or neutral roll he simply goes about his business. On a bad roll he assumes the party members are godless wall-hating barbarians and he will attack them.

If party has an Emperor's Writ (from [7]) he will show them a secret method to ascend to the guard towers, one located every half mile on the wall.

Eunuch Architect (2HD, casts up to 5th level spells, d4 damage war fan)
Can stand atop his horse and ride while casting spells. His Magic Missile spell appears as golden calligraphy that burns into his foe's skin, the words all being insults or racial slurs against that person.

Eunuch's Horse (2HD, horse, d6 trample)
Not a gelding, surprisingly.

[7] Huge cart travels along with hundreds of official scrolls and paperwork in the back. One Emperor's Writ will be left behind on the road.

If returned the wagon driver will give the party 300 Gold, otherwise they can keep and use the writ to their own ends.

[8] Goblins hid nearby, coming out under cover of night to scrap and lick at the lichen and moss that grows on the great wall.

Rolling this encounter and getting a bad reaction means they want to spread your blood on the wall to grow their 'crop'. Good or Neutral reaction involves them staying hidden, but still attacking if any party member touches their moss.

Wall Goblins (stats as goblin but +2 to climbing equipment, attack with hooks and chisels.)

In combat they like to swing on ropes holding out their chisels like jousters.

[9] Monkeys living nearby and atop this section of wall. They have sticky fingers and like to steal things, but mostly just to act cute to get food.

If party members find their secret stash high up on the wall, they'll find 2d6 rings and trinkets worth 20 gold each.

[10] Immortal Idiot-Prince moping and crying to himself. Wears fancy gold trimmed armor and a shining spear.

On a Good or Neutral reaction roll he will explain his plight, that he went off on a campaign and became immortal, but by the time he was returning home somebody built this huge wall in his path.

On a Bad reaction roll, he just goes off by himself and doesn't want to talk.

Seems very stupid (50% chance he's on the right side of the wall all along), but is a great warrior. His armor and weapons are quite good and could be sold for 1d6x100 gold to the right buyer. His blood is also a potent magical reagent.

Immortal Idiot Prince (4HD, +3 AC, d8 Golden Spear deals +1 damage vs elves)

Expert fighter, but very lonely and dumb. Will not attack unless provoked. Get nervous and blushes around beautiful women.

[11] Fortress built as part of the wall here with surrounding village. 1 in 6 chance each day the peasant's revolt. When they 'revolt' they send strongly worded letters to the baron and delay paying their taxes a few hours. The baron's guards respond by playing minor pranks and knocking over fence posts around the village.

If the party spurs them on they could create an actual real revolt which would lead to many deaths on both sides.

[12] Curious inlet set into the wall. Closer examination reveals the wall was built around a gigantic sleeping creature. Roll 1d4.
  1. Family of Giants snuggled together, wearing pajamas. Troll sized teddy bear.
  2. Celestial Dragon, napping on the job for a few hundred years, his boss won't notice
  3. Appears as huge pile of stones, actually gigantic rock golem peacefully inert
  4. Hoard of Barbarians put under an eternal Sleep spell, covered in bloody blankets.

[13] Huge number of tally-marks dot this part of the wall. Rival Adventurers are camped here, challenging anyone that passes to duels. Roll on the Rival Adventurers table.

[14] Hundreds of wind chimes hang from the wall here, the light twinkling sound attracts attention. Roll for wandering monsters.

[15] Chain gang of 50 slaves or criminals working on building/repairing this part of the wall. They are watched over by 15 Guards. 50% chance the Guards are actually also slaves that killed their captors and are pretending to be the guards to passersby, like you.

If the guards are normal then a reaction roll will not be needed. Otherwise if the slaves have taken over roll reaction, subtract -2 if you have the Emperor's Writ. On good result they will ask you to help them escape over the wall. On a bad result all of the slaves pick up their tools and attack you.

[16] The clatter of horses and yelling in a foreign tongue can be heard over the wall as though the barbarians are coming; and over the top they go!

Wall-Riding Barbarians can ride up and down the wall on their horses, who they've given magic horseshoes and trained how to run up and down the great wall. They are armed with bows.

Wall-Riding Barbarians (1HD, riding horses, +1 AC and to hit, can ride up and down walls)
Appearing; 1d6+1

These barbarians are almost impossible to catch since they can simply run back over the wall if they. If any of their number are knocked off their horses, the other barbarians will shoot arrows at them as well to give them a quick death.

Each barbarian has a sack of pilfered rubies hanging from the side of their horse, 500g each.

[17] There is a well nearby and a feeling of unease. 50% chance of a random encounter. If true, increase the enemy's HD by +1. At the bottom of the well is a helmet made of clay and other strange materials, strangely unbreakable. Grants +1 AC.

[18] There is a second wall that stretches on for about 100 yards built perpendicular to the first one, as though trying to show it up, but it was sadly unfinished. The space between is filled with dead birds.

[19] Backwater village of the empire still lives in mud and stick huts, views the Great Wall as a God. Any declarations of the wall not being the end of the universe or going on to encircle all of creation will be met with a flogging. If you can prove you can work with stone the villagers will offer you rare fruits and banana-skin armor (stats as leather) in return, but have little else of material wealth.

[20] Floating koi pond. It hovers next to the wall near the top, going along merrily as signal-fire men feed the fish crumbs from their rations.

Wandering Monsters
Roll 1d6
(1) Great Goat (3HD, 1d6 ram attack, knocks targets back equal to damage x10 feet.)
Appearing; 1

Climbs on and defends his harem of ewes from anyone who gets too close. Nearly elephant sized.

(2) Wall Witches (1HD, +1 AC if touching the wall, 1d4 hammers, casts Entangling Vines)
Appearing; 2d4

Crazed Witches trying to draw power from the potent lay-line the great wall was built upon. Cast Entangling Vines but the spell appears as a sandcastle that appears around your feet, preventing movement. Beat people up with hammers who entangle.

(3) Hill Giant (2HD, +2 to hit due to size, throws d8 boulders and d8 tree club)
Appearing; 1 or 2

Hill Giants examining the wall closely, learning the secrets of human architecture. Possibly sexually attracted to the great wall.

(4) Quarry Bandits (stats as bandit, but one carries a giant quarry stone on his back granting +3 AC)
Appearing; 2d6+2

Bandits looking to steal the best bricks from the great wall for their own wall. Terrified of the wall collapsing on them.

(5) White Lion (2 HD, +2 to hit, 1d6+1 claw, can change its gravity.)
Appearing; 1d4

Great white lions that can change the direction of their gravity on a solid surface. They're laying on the side of the great wall, enjoying the sunlight.

(6) Roll on Rival Adventurers Table instead. Typically they will already have had some treasure of their own, or will argue with the party about who should take the treasure from the next area. Typically not interested in working together.
Rival Adventurers
Roll 1d4

(1) The Underminers. Armed with pickaxes and lanterns, pet canary that can detect magic at will. They like to destroy huge building projects. When discovered they will more then likely be already starting to dig.
Alfrid Alfris (Fighter)- Leader. Uses two pickaxes at once like an idiot. Actually has 18 Str and Int. Mining and digging expert.
Zol Manill (Cleric)- Worships the Humming from Below, a God of unseen depth. Replaced turn undead with a localized earthquake power.
Lantern (Rogue)- Young boy without a name, abandoned near the wall long ago. Appears unarmed, actually has a dozen knives on him.
Garl (Fighter)- Has the head of a chicken, he was cursed for running from a fight. Has d4 peck attack along with his d6 pickaxe.
Tholis Umdar (Fighter)- Studded belt, huge tongue piercing. Doesn't talk much. +2 AC
Yellow the Brave- Pet canary. No class levels, but can detect magic at will. Often chirps as though speaking, Underminers try to figure out what it means in Lassie fashion (What's that boy? Garl fell down a mineshaft?)

(2) Seekers of the Shards of Fire. All of them are sun worshipers, trying to find a piece of crystallized sunlight to rekindle the dying sacred flame of their church. Have nothing to do with the great wall at all, this is just one stop for them.
Zack (Cleric)- Leader. All his light spells are so powerful he can blind people or deal 1d4 damage to them without a save, his choice.
Eater-of-Chaos (Cleric)- Convert to the sunlight-religion. Tattooed face, vow of silence. His bite deals 1d12 damage to Chaotic alignment.
Mellannia (Rogue)- Steals from the rich and gives to the church. 50% chance she pickpockets a few gold from the party members, which she will wave to antagonize them.
Uther Bearskin (Fighter)- Literal bezerker. Upon going down to 0 or negative HP transforms into a rabid bear that will attack anyone, but prefers attacking others before his own group. He's looking for a cure for his condition. If he turns he can't ever turn back.

(3) Graffiti Group. Mystics who examine graffiti to try and find the secret words of God hidden within the vandalism.
Illthan (Magic User)- Leader. Hundreds of scrolls of parchment on his back, filled with the scrawling of random numbers generated from rolling his die over and over. He believes a Demon of the number 5 is possessing his dice. 50% chance this is true
Rackus Feewinkle (Rogue)- Selfish prick, but loyal to his group. Likes to stab people in the kneecap, it's his favorite spot. +2 to hit.
Medee the Scratch (Magic User)- Pet Raccoon. Wishes she was a raccoon. Wizard but really skilled with knives, compete with Rakus. +1 to hit.
Finnus Noodlearm (Magic User)- 4 Str total weakling. Makes up for it in magic power- all his spells deal +1 damage, +1 saving throw difficulty
Copius Crescott (Cleric)- Casts Clerical spells but most of them are hidden knoweldge he stole from his temple elder's years ago. On the run since.

(4) Meagan's Band. Generic adventuring group, believes every other adventuring group is evil and calls them lawless criminals.
Meagan (Rogue)- Crossbow user. Witty, solves any riddle put before her. Likes to open combat by getting her friends to distract, fires a crossbow at the enemy's head.
Gibbler Gold-Band (Magic User)- Tremendously fat, but thin little dainty fingers. Loves to wear gold rings, currently wearing 15.
Pothus (Fighter)- Human, but thinks elves are the greatest race in the world. Fights with multiple identical slender longswords. When he rolls max damage his sword gets stuck in the armor of his enemy, reducing movement, and he just draws another sword.
Yanni (Rogue)- Young initiate of the golden dragon temple. Meagan's Band is helping her become a Cleric, but she must make a pilgrimage to the end of the wall first. Easily winded, fights with a scepter that deals +1 damage to undead.
Javvir (Rogue)- Stunted small male, speaks in squeaky voice. Actually is a humanoid rat person. Excellent sense of smell, fights with a hidden rapier on a spring, deals +1 damage first round.

Monday, October 16, 2017

ASU- Another Shitty Ultralight

This is a super simple hack of my older ruleset, and something I've been throwing together from the various different houserules and concepts I've been working with before. By far the biggest 'sacred cow killer' here is the totally descriptive combat, which is basically just freeform.

Character Creation- Roll your stats, pick your class, and choose equipment.

Stats- Roll 3d6 and grant bonuses per number rolled, stacking. Then roll 2d6 and reverse effects.

[1] Strength: +1 to hit, load, and starting equipment.
[2] Dexterity: +1 to AC and skill checks
[3] Intelligence: +1 language known & magic rolls
[4] Constitution: Roll +1 health die & take highest
[5] Wisdom: +1 healing rolls and saves
[6] Charisma: +1 reaction rolls and supply item

Classes- Pick your classes based on your talents; here are some Extra Classes.

[Fighter] d10 – Add level to Combat saves
Whenever you make an attack roll, add your level to that roll. You can also use any weapons and armor, and can learn secret techniques.
Start with 4 equipment and 2 supply items

[Rogue] d8 – Add level to Hazard saves
If you have an appropriate tool, you can add your level to any skill checks you perform. Add your level to sneak rolls.
Start with 2 equipment and 3 supply items.

[Sage] d6 – Add level to Magic saves
You can use magic to heal wounds; cure sicknesses, curses, and poison; ward against the supernatural; create light; purify or mend items; sense danger; bless others; and revive the dead.
Start with 1 equipment and 2 supply items.

Health- Roll your class die. If you rolled talent 4 you roll additional die and take the biggest, or negative talent 4 take lowest. That's your health.

Equipment- Armor, weapons, and tools. Anything 1 handed can be taken, 1 piece of regular armor can be taken per pick. Only Fighters can wear and can pick metal armor.

Supply Items- Anything that runs out or is used up. Rope, torches, rations, paper for maps, etc. Each supply item pick is equal to 1-3 uses of your item, and are carried in bundles of the same size.

Combat- All characters roll their class die. The highest number goes first. All rolls of 6 or better have advantage on their attack, all rolls of 10 or better get to perform a super move.

This is done each round of combat, and is the initiative of the game. After everybody is done attacking, the round starts again.

Combat is all narration. Each attacked must be described, with the possible effects and intention stated. Creatures usually take their number of HD in order to kill of weakening or wounding blows, which can be tracked by 1d6- but monsters can be killed early with finishing blows/super moves. All attacks are rolled with a d20 + attack roll bonuses. If the attack stated is intended to be lethal and the attack roll > enemy remaining health it's lethal.

Super Moves- Attacks that can hit multiple foes, cut an enemy's health in half, or cause a lethal hit to go through even if creature is not weakened. Must be narrated as always.

Secret Techniques- Special magical fighting moves, learned from reclusive elders and vision quests from warrior ancestors.

Sage Magic- Healers and wise men, not witches.
Roll 2d6 + (x2 Sage level – x2 HD of difficulty), must get at least 7 for it to work. Every roll of 1 causes -1 to all Sage magic rolls until return to town/sanctum.

Difficulty HD = number of points of damage of a wound, HD of creature's special move or poison, number of steps to cure this curse normally or HD of creature casting the hex, number of 'candles' of light you want to produce for 1 exploration turn, number of rations of food or water you are purifying, amount of turns it would take to repair the equipment, amount of damage dice this trap does to sense it, or the size of the die of this bless to another character's d20 roll.
(Bless difficulty HD: +1d4 = 1, +1d6 = 2, etc.)

Progression- When you clear a dungeon, the level of difficulty of the dungeon = XP. Takes XP equal to your current level to level up.

When you reach max level 10:
[Fighter] Build a fortress and train soldiers.
[Rogue] Become mayor/mob boss of your city.
[Sage] Find a magic site, attract pilgrims.

Sunday, October 15, 2017

WASTED OSR Roleplaying Game

This is an OSR-ish dungeon crawling game based on the mechanics and setting of the Adult Swim Game WASTED- A post Apocalyptic pub crawler. Look, it even has Crawler in the name. Not only do I really enjoy this game on its own, but the system of gaining mutational hangovers from radioactive alcohol deep within Coolers fascinated me. 

Oldschool Dungeons and Dragons had the similar concept, going into dungeons to become more powerful, and created a weird gameplay style where you might get involved in politics and warfare but the only way to get personally stronger is from dungeon delving. This game takes that idea and refines it for an in-universe reason for it.

In the 1980s, the world was consumed by nuclear war between the United States and the USSR, destroying all civilization. The smartest, richest, and most politically connected men and women sought to stay off the devastation by cryogenic freezing in the Cool-Air bomb shelters. Unfortunately, a radiation leak failure killed and mutated all within the Cooler's, and now only the stupid and violent wasters remain to carry on.

Welcome to the Western Wastes, the bombed out hell-hole that was once called California. There are many gangs and factions fighting for control of this place; trying to amass power in the form of wealth or might or influence.

But the most precious of all resources is locked up in the Cool-Air shelters; Booze. Radiation has infused the potent alcohol in the shelters, giving those who drink it mutational hangovers. Those who seek a drop of the good stuff are called Wasters. This is you, and what you're after.

Character Creation
First, roll your stats, then roll your character background. Stats are SHOTS

Shoot- Increases firearm damage and increases reload soak.
Hit- Increases melee damage and increases damage soak per combat encounter.
Oblit- Increases explosive damage and decreases explosive damage you take from traps.
Tinker- Increases energy weapons damage and increases your ability to craft and open locks.
Stealth- Increases the damage you deal on sneak attacks and how well you can sneak past enemies.

Roll 3d6 for each category. Each 6 is a +1, each 1 is a -1, the total is the stat's modifier.
Character Backgrounds
Your character has experience and a background from before they became a Waster. Roll 1d12

(1) Generic Raider
There are hundreds of tiny, insignificant raider gangs all over the Western Wastes. Mostly just an excuse to hang out and shoot at people, raiders are a common threat in the wastes to travelers and Cooler Runners alike.

Perhaps your gang was disbanded, absorbed by another you didn't agree with, or you just wanted to ditch your guys to find someone better to dive for Booze with.

Gain +1 Hit and choose a positive quirk for one of your starting weapons.

(2) Tater Farmer
Once, you tried to make an honest living. You farmed Taters, hunted mutants for their meat, crafted scrap and so on. Just to get your daily TP.

Your ranch was overrun by mutants, taken by raiders, maybe you lost your job or couldn't take the boring life anymore. You took your life savings, and became a Waster.

Gain +300 Starting TP

(3) Bartender
Alcohol is the lifeblood of the wastes, and you make it special. Most bartenders are from Barstown, and though the swill they create there isn't as good as the stuff deep in the Coolers, its still welcome to any strung out waster.

Perhaps you sampled too much from the tap over there and got kicked out, or maybe you're seeking some excitement or new tastes in the coolers.

You can attempt to identify the effects of a flask. The DM will secretly roll a 1d6. On a roll of 5 or 6, you'll know what the flask's buzz effect is. On a roll of 1 you'll get a misleading false positive. On a 2, 3, or 4, you won't learn anything.

(4) Culture Vultures
Some wasters value the old world more then others. The Culture Vultures are a gang of fashion-friendly raiders who like to collect, buy, and sell outfits and clothes from the past era, as well as anything else they happen to find.

You might have accidentally stained your leader's favorite shirt, or scavenging dead bodies for their clothing wasn't lucrative enough for you. You maybe just dreamed of finding a pristine outfit, wrinkle-free somewhere down in a Cooler.

You start with an outfit that grants +4 total stat points. It is ruined once you take damage to your health while wearing it. Plus start with +100 TP

(5) Road Couriers
The Road Couriers are a neutral gang all about delivering packages and mail throughout the western wastes.

You may have become too friendly with a gang that compromised your neutral position. Maybe you took something valuable from a package instead of delivering it, or maybe you just got thirsty after all that time delivering packages.

Gain +1 Oblit. and an unmarked brown box. Once per Cooler run you can open the box and declare what you had in it all along; limited to one supply item or a small amount of common ammunition.

(6) Cervezmen
Hailing from the South, in a land once called Mexico, the Cervezmen are conquers seeking to steal the military might of the old world and expand their reach into the Western Wastes. The Cervezmen are ruled by Coyotes; men who have been mutated by radiation in the military bases they raid. They wear luchadore masks, and are the most fearsome fighters of the Cervezmen.

Due to a distaste for war, greed, or maybe just looking one of the coyotes in the eye too long, You now fight for yourself.

Gain +1 to Shoot and you can speak in an Enchanted Tongue (Spanish)

(7) The Beez
When the bombs fell, a group of young girls called the Bella Scouts were trapped in Goner park, far away from the safety of the Coolers. They used their survival skills to scavenge and live after the bombs, and befriended the mutants of that place. Their rivals, the Dinner Party, have driven them to find new lands and a hive to call home.

You might have once fallen in love with a man, forbidden to the Beez. Maybe you tried to usurp the queen bee, or wanted to put your skills to your own use.

Gain +1 Stealth and +1 to reaction checks with mutant animals.

(8) Junk Dogs
The Junk Dogs are a gang who love technology and cheap electronics. They use energy weapons and are delving the Coolers for rare pre-war technology.

Perhaps you failed Saurabi training and were disgraced, or maybe you insulted the leader, Master Y. Maybe you stole some technology just for your own personal gain.

Gain +1 Tinker in the field and you speak a Heartless Tongue (Korean).

(9) New Skeleton Army
The New Skeleton Army, or just called the Skellies, is a loose organization of Raiders dedicated to wiping the S.O.B. presence from the Western Wastes once and for all. They operate in secrecy, most raiders gangs having a few agents as spies with true loyalty to the skellies.

Maybe your cover was blown and you left, or you just sort of are doing what you used to do- you never left the group. Skellies aren't exactly known for being principled.

Gain +1 Hit and you know a secret code phrase you can use to communicate to other skellies and ask them for aid. You're also expected to help others if they come to you.

(10) SOB Deserter
The SOB, or Syndicate of Buzzkills, is a religious, puritanical organization who wants to wipe out all Wasters and mutants. Anyone who drinks booze is considered only worthy of death.

The curiosity got the better of you. The moment the booze touched your tongue your time with the SOB was over. Or maybe you just didn't see eye to eye, either way you're dead to them.

Once per Cooler run you can summon forth the powers of Sobriety. You can do this to shrug off a negative buzz effect or to act lucid for one exploration turn once you get Wasted.

(11) Mutant
While not much of a background on its own, mutants aren't as common as they used to be due to less radiation in the more modern years of the Western Wastes. However, enough exposure can still make them.

You've mostly lived on your own already, perhaps you found a group of friends that can finally tolerate you, or you just seek the power of Booze. As a mutant, you have some kind of physical tell that is hard to hide, like a second head, a tail, strangely colored skin, and so on.

You are immune to, but not healed by, pools of radiation and radiation poisoning from mutant attacks. Plus start with +2 HP.

(12) The Chimps
Hailing from Patrolia, the Chimps are the remains of the pre-war police in California and still use modified versions of their armor and equipment. They have become a fierce and independent gang.

After being outed, losing your rank, or betraying the gang you may seek the wastes for your own benefit and a drink of that sweet Booze.

Once per Cooler run you can speak a command in an authoritative voice that weak willed raider or waster scum must obey. Plus, you start with a +1 piece of armor equipment.

Each round, you may make an attack. Roll your weapon's damage against the enemy you want to hit. Enemies have damage reduction in the form of armor (automatically reduces incoming damage by an amount equal to armor) and the rest goes to HP.

Whenever you take damage, you will also reduce damage taken if you're wearing armor and the rest of the damage can be soaked by using your HIT score. Each point of Hit you have, either naturally, from a buzz or hangover, or from equipment lets you absorb 1 point of damage per combat encounter. Once you run out of soak then the rest of the damage must go directly to health.

Your weapon and attack determines when you go in the initiative order;
1st – Stealth Attacks
2nd – Pistol-Type Weapons
3rd – Mutant Animals
4th – Rifle-Type Weapons
5th – Melee Weapons

When using firearms, you can shoot 3 times before needing to reload. Whenever you do, you gain reload soak, which lets you soak damage only from ranged weapons equal to your Shoot score. This is because you always dive for cover when reloading. You can also choose to gain your reload soak any round you don't attack or run at enemies. Melee attacks are not effected by this, so when enemies reload that's the time to get in close.

Energy weapons instead only need to 'cool off' for a round after rolling maximum damage. You do not receive reload soak when using energy weapons, but energy weapons have high damage.

To purchase starting equipment, each character begins with 50x1d6 TP to spend.

SHOOT clothes- Any western, cowboy, mexican or action hero themed clothing. Adds a bonus to your Shoot stat while worn.
100 TP for +1 or 250 TP for +2

HIT clothes- Tough clothes like biker jacket, trucker flan, workout outfits and so on. Adds a bonus to your Hit stat when worn.
100 TP for +1 or 250 TP for +2

OBLIT clothes- Any types of clothes related to exposure to elements, or hazard protection gear. Adds a bonus to your Oblit stat when worn.
100 TP for +1 or 250 TP for +2

TINKER clothes- Scientific or nerdy clothing. Doctor's labcoat or patient smock, sweater vest, etc. Adds a bonus to Tinker stat when worn.
100 TP for +1 or 250 TP for +2

STEALTH clothes- Stealthy or secret agent themed clothes. Business attire, wetsuits, balaklava. Adds bonus to Stealth stat when worn.
100 TP for +1 or 250 TP for +2

Armor- Armor plating includes scavenged and left over bits of protection. You CAN wear +1 armor over an outfit, but the outfit gives maximum of ½ stat bonus. +2 armor = no outfit bonus.
200 TP for 1 armor, or 450 for 2 armor.

Melee Weapons- Add your Hit stat to the damage roll for these weapons. Deals 1d6 damage.
20 TP for a negative quirk weapons, 50 TP for a normal weapon, and 100 TP for a positive quirk.

Firearms- Add your Shoot stat to the rolls for these weapons. There are many kinds, each with its own ammunition.
Pistols deal 1d6 damage. 50 TP for negative quirk, 100 TP for normal, and 180 for positive quirk.
Revolvers deal 1d8 damage, but have uncommon ammunition. 100 TP for negative quirk, 240 TP for normal, and 320 TP for positive quirk.
Shotguns deal 1d8 damage, but deal 1d4 at longer ranges then a single room. 80 TP for negative quirk, 160 TP for normal, 250 for positive quirk.
Automatic Rifles deal 1d6 damage; roll twice and take the better result. 120 TP for negative quirk, 220 TP for normal, 350 TP for positive quirk.
Sniper Rifles deal 1d10 damage, but cannot be used in close quarters. 150 TP for negative quirk, 260 TP for normal, and 400 TP for a positive.

Energy Weapons- Add your Tinker stat to the rolls for these weapons. All of them use Powerpaks to shoot, with charge drained equal to the bonus damage added to the roll. Overheat on a maximum damage roll.
Lasers deal 1d6+2 damage. 70 TP for negative quirk, 150 TP for normal, 240 TP for positive quirk. Pistol grip adds +40 TP to the cost.
Plasma deals 1d6+4 damage. Expensive shots. 130 TP for negative quirk, 240 TP for normal. 450 TP for a positive quirk. Pistol grip costs +60 TP

Explosives- Add your Oblit. stat to the damage roll for these weapons.
Mines are set up and will explode when enemies trigger them. Deal 1d10+2 damage. 150 TP for a single mine, 280 TP for a double pack.
Grenades are thrown and deal 1d6+1 damage to all enemies in a room or small area. 80 TP for a single grenade, 200 TP for a three pack.

Pistol ammo- 20 for 10 TP
Revolvers ammo- 10 for 50 TP
Shotgun ammo- 10 for 30 TP
Automatic Rifle Ammo- 10 for 20 TP
Sniper Ammo- 2 for 30 TP
Powerpaks- Battery of 20 for 50 TP

Swill Flasks filled with highly strained, watered down alcohol from Barstown. Heals 1d6+level hit points, with a 3 in 4 chance of a negative buzz.
Each flask costs 150 TP

Medistim are special injected drugs that let you get over the effects of mutant poisoning, radiation sickness, and other negative effects. Will always remove a random buzz when used.
Each stim costs 100 TP

Rubber Duckies can be thrown to make a lot of loud noise and can be given to Mutamutts.
Each ducky costs 40 TP

Fanny Packs can be used as a way to easily carry flasks, ammo, or other goodies. You can wear up to 3 fanny packs at once.
Each fanny pack costs 100 TP

Can Openers can be used to try and open locked doors or containers in the Coolers. They pick 1d6 + Tinker points off the door's lock strength.
Each Can Opener costs 30 TP

Cooler Maps give a general overview of the Cooler's floors and their layouts.

Weapon Perks
Each weapon can have perks or quirks. These may be specific to the make and model of the weapon itself, since the actual brand or type of category the weapon is is kept vague in the rules, or it could be due to modification or deterioration of the weapon in the post-apocalypse's rough condition.

Weapons held by normal enemies or found on moderately deep Cooler floors will usually have no perks. Scavenged weapons or those found on rookie or recruit enemies will often have negative quirks, and weapons held by commanders or the most pristine caches of weapons in the deepest Coolers will usually have a positive perk or two.

Firearm Quirks
(1) Gain +1 reload soak.
(2) Deal +1 damage vs those using the same gun
(3) 1 in 6 chance to recover 1 ammo after fight
(4) Can shoot 1 extra time before reloading
(5) Can be used as 1d6 melee weapon
(6) Enemy morale checks get -1 against it

(1) Can shoot one less time per reload.
(2) Takes 2 people or an extra round to reload.
(3) Jams on first max damage roll.
(4) Deals -1 damage.
(5) Rattles; -1 Stealth while carried.
(6) Takes up double ammo on max damage roll.

Energy Weapon Quirks
(1) Overcharged; +1 bonus damage/ammo cost
(2) Ignores 1 point of armor
(3) High heat- 10 units to count as 1 can opener
(4) Energy Cycling. Uses no ammo roll of 1 or 2
(5) Enemy morale checks get -1 against it
(6) Silent Firing.

(1) 1 in 6 chance to break from melee or fall
(2) Loud whirring on startup, no sneak attacks
(3) Drains double battery on max damage roll
(4) Use 1d4 for damage roll.
(5) Overheat takes 2 rounds to cool off
(6) Requires 1 turn to replace batteries.

Melee Weapon Quirks
(1) Add +1 armor vs other melee
(2) Add +1 damage vs those holding guns
(3) Ignores 50% of armor
(4) Go one initiative step sooner (Rifle-Type)
(5) Deals +1 damage vs mutants
(6) Counts as 1d8 damage roll

(1) Breaks on maximum damage roll
(2) Go after other melee weapons.
(3) Counts as 1d4 damage roll
(4) Guns deal +1 damage against you
(5) Energy weapons deal +1 damage against you
(6) Looks stupid and people make fun of you
There are two types of alcohol that you will encounter. The first are flasks. Flasks heal and grant buzzes, which are semi-permanent effects that last until you finish a Cooler run. The Swill Flasks in town are much weaker and have more negative buzz effects then the ones you'll find in the Coolers.

The second type of alcohol is Booze. Booze glows a bright green color and can only be found in the Coolers. The ones nearer to the surface tend to have weaker effects then the ones deeper in. Booze makes you WASTED and grants permanent Hangover effects. These mutational effects are, according to the New Skeleton Army, the next stage in human evolution.

Cooler Flasks heal 2d6 + level and have a 50% chance to grant a positive or negative flask effect.

Whenever you drink Booze, count the healing as the same as a Cooler flask but you get a Hangover instead, and become WASTED

Once your character drinks Booze and becomes Wasted, the player controlling that character is no longer allowed to look at the party's map. Booze's effects are very powerful and people remain Wasted for days, unable to remember anything. Once the entire party is Wasted, you'll wake up at your stronghold with your newfound powers.

Buzz Effects
# Roll
+1 Armor
-1 Armor
+1d4 Random Stat
-1d4 Random Stat
Float a few inches
Constant sneezing
Mutamutts ignore
-50% Radiation Res
Find +50% TP
Find no TP
Random Hangover
Must chug 1st Booze
Ignore bad quirks
Ignore good quirks
+2 to saves
First save auto-fail

First Time Hangovers
Gain +4 maximum health and Roll 1d10. The idea behind these Hangovers is that the first time one is stronger and redefines what your character is all about, and you have to chase that dragon with further hangovers that are still useful.

[1] Brawler's Beer
You gain +1 Hit. If you rush at people or objects you deal +1 damage with unarmed attacks. Deal +3 damage instead of you're obese.

[2] Lightweight Lager
Gain +1 Stealth and you no longer trigger floor traps, but take +2 damage from melee attacks.

[3] Gunner Gin
You can spend double the normal ammo amount to hit up to 3 enemies with a firearm attack.

[4] Survivor's Sake
The first time you would take lethal damage in a Cooler, you instead slump to the floor for 1 exploration turn before getting back up again with 1 hit point.

[5] Apocalypse Ale
You always receive a minimum of +1 stat bonus from your outfit, even when ragged and worn. You also can make any weapon, no matter how worn, function but it will have a negative quirk.

[6] Cinder Cider
Gain +2 Oblit and all of your fire based attacks light enemies up, dealing 1d4 damage per turn.

[7] Pupae Pilsner
The first time you take damage on each Cooler floor, you release 1d6 Mutapupae that seek out and attack, slow, and poison enemies. You can also release them by injuring yourself freely.

[8] Wicked Whisky
You deal +1 damage with all weapons. Little children and mutamutts are afraid of you.

[9] Techies Tequila
Gain +2 Tinker and you have an innate sense for the purpose of old complex technology.

[10] Reaper's Rum
Gain +1 Shoot. If you killed something with a gun last round, gain +1 Shoot this round.

Subsequent Hangovers
After your first Hangover, all further Hangovers have basic effects.
Gain +2 maximum health and Roll 1d8

[1] Increase or improve the power of your first hangover's ability.

[2] Gain +1 to a stat of your choice.

[3] Once per Cooler run your body can act as a medistim; letting you remove a poison effect. You can also choose what buzz you lose with this.

[4] Your Unarmed attacks deal 1d6. Each time this is gained, it goes up a die size. 1d6 → 1d8, etc.

[5] You no longer take damage from radiation or mutant radiation poisoning. If gained again, you gain a minor mutation.
Each time after, you gain yet another minor mutation or improve old ones. If you were already a mutant you skip the first two steps and go straight to new/better mutations.

[6] Permanent +1 to reaction checks

[7] When at full life you have +2 damage soak per combat encounter.

[8] Gain 1 armor vs a random damage type.
Roll 1d6-
  1. Bullets
  2. Melee Weapons
  3. Mutant/Natural Attacks
  4. Energy Weapons
  5. Explosives
  6. Fire
Characters can have a maximum of 9 Hangovers.