Showing posts with label 50 things. Show all posts
Showing posts with label 50 things. Show all posts

Friday, January 14, 2022

50 Things found in a Soldier's Boot

Roll on this list if you're scavenging through a battlefield, just killed some evil empire mooks, or maybe if your character starts as a generic soldier- this is what they got under their foot.

For a bandit/militia- Roll 1d20
For a blackguard/elite- Roll 1d20+30
For a real bloodthirsty bastard- Roll 1d10+30
For any old soldier- Roll 1d50

50 Things found in a Soldier's Boot
[1]
A rock.
[2] Old bandage trimmings.
[3] Dried blood.
[4] Some flower petals- meant to prevent foot fungus.
[5] Some dead maggots.
[6] The severed foot.
[7] Some copper coins.
[8] Some gremlins.
[9] Tufts of grass to act as poor padding.
[10] A hole.
[11] Old tooth.
[12] Wooden dowel used for bandages (or toilet paper)
[13] Bit of nasty water.
[14] Bit of slime and shed skin- probably trenchfoot. Gross.
[15] Bit of slime from a slime- slashed apart. No longer acidic in this state.
[16] Knuckle bones
[17] Lock of a prostitute's hair.
[18] Tiny bag of grain, hidden from his fellows.
[19] Pet mouse.
[20] Crude drawing of the face of his superior officer.
[21] The minimum age required to enlist- written on a tiny slip of paper.
[22] Note for an extra meal at the commissary.
[23] Fake gold coin.
[24] Deck of playing cards.
[25] Pouch of salt.
[26] Some dead gremlins.
[27] Note written by another soldier as an IOU for a day of shore leave.
[28] An arrowhead.
[29] An extra sole.
[30] Feathers; for fletching arrows in the field
[31] A knife.
[32] Note announcing a denial for promotion.
[33] The leather face of a person, tread on in hatred.
[34] Tarot Cards
[35] Dead songbird, wrapped in soiled bandages
[36] Voodoo doll- uniform as the enemy
[37] Fresh blood.
[38] Doll's dress.
[39] Bloody rag.
[40] An extra soul.
[41] Some herbs; helps with the smell.
[42] Map of the local area. There's an X marked with "weapon cache"
[43] Pouch of spices.
[44] Bloody handkerchief.
[45] Polish.
[46] Key.
[47] Tiny hand mirror.
[48] Some silver coins.
[49] Stiletto
[50] Perfumed love letter

Sunday, August 22, 2021

50 Fantasy Diseases

These diseases are generally listed by how dangerous, infectious, or powerful they are. Roll 1d10 for a minor disease, 1d20 for a common disease, and 1d50 for a totally random disease.


50 Fantasy Diseases
[1] Sinkfoot
This is just trenchfoot. Take 1 point of damage per day of long marching or whenever you run away from a combat encounter.

[2] Clawhand
One of your hands at random has its muscle stiffen up; it becomes very hard to move individual fingers. Instead, it can only roughly grasp things like a "claw". You get -1 to hit with weapons in this hand. If you're a thief, it also takes twice as long to pick locks no matter which hand is diseased.

[3] Grinning Disease
Gives you a big dopey smile all the time. You're attacked first by demons and evil creatures.

[4] Wasting Disease
You are always hungry and feel like you're wasting away. You must eat 3x your normal rations each day or lose -1 to your Strength score.

[5] Bull Snorting Disease
Your airway is restricted. You breathe heavily and give off loud beast-like chuffs on occasion; there is a 1 in 6 chance this happens whenever you try to sneak past someone or hide somewhere out of sight.

[6] Carnivore Flu
This is a sickness that is exacerbated by eating anything made of plants. You have to only eat meat if you don't want the symptoms to get worse.

[7] Blue-Dripping Disease
Roll a die to determine a random hole on your character's body. You leak a weird blue liquid from that hole, which stains clothes, hats, etc. This fluid also strangely has a repelling effect on Others- the blue fluid acts as holy water against them, and splashing some of it on them counts as a Turn Undead roll except against an other- with the patient's LVL or HD acting as the power of the roll.

[8] Frostnipped Nose
Your nose turns blue and gets incredibly cold. Your snot freezes into little icicles that hang down from your nostrils. You have to keep this nose warm if you want to be able to smell anything.

[9] Salvation Mania
The character becomes very religious. Whatever religion they normally have become amplified, and they start to proselytize about it to everyone; including other party members. Monsters or NPCs encountered with incompatible religious beliefs or the opposite alignment to the character get -1 to reaction checks. If your character is not religious, then they become antagonistically atheist and start to shit on everyone's faiths- causing the same effect.

[10] Magpie Breath
Your mouth becomes irresistible to birds to make a nest within. They hide all kinds of stuff in there while you sleep; including coins and shiny arrowheads. You must spend an exploration turn after you wake up to floss the twigs out of your teeth, or else you have a 1 in 6 chance to choke on a random copper piece in the back of your throat the next time you try to bark an order or cast a spell.

[11] Tailrot
Like leprosy, but only you tail. Your tail can't feel pain and you get minor infections, people step on it all the time, etc. Every year, your tail has a 1 in 6 chance to fall of, otherwise it is shortened by 20% of its length. If you don't have a tail you're immune to this.

[12] Chocolate Eye
One random eye fills with a dark brown fluid, making it very difficult to see out of that eye besides very bright light. Gives you -2 to ranged weapon attacks. Every night, there is a 1 in 10 chance a random brownie or some other spirit tries to steal your eyeball and eat it like a snack. You can stop this by wearing an iron eyepatch over it.

[13] Dangerous Buttocks
Your ass smells bad and produces ungodly flatulence which you have very little control over. If you're out adventuring, add an extra +1 in 6 chance to encounter wandering monsters.

[14] Puddingface
Your facial features droop and sag. You get -1d4 to your Charisma score each year you have this disease. Wrapping your face up in bandages and support wraps to keep your eyes and nose and mouth from sagging down to your chin reduce this to -1d2 instead.

[15] Spiketongue
The end of your tongue becomes spiked like a morning star. Talking becomes a slow, careful ordeal. Whenever you cast a spell, you take one point of damage from the complex incantations. You also deal 1d2 damage to anyone if you try to French-kiss them.

[16] Magic Diarrhea
You have a 1 in 6 chance to release a spell on accident once per exploration turn, starting from the weakest cantrip or 1st level spell and working up. You just can't hold the magic in. If you encounter a wandering monster you can cast this spell as your action on the first round instead of wasting it uselessly the first few minutes before a fight broke out. If you don't have any magic powers then you're immune.

[17] Crackbone
Your bones become weak and brittle. Whenever you take 6 or more damage from a single hit from a blunt weapon, monster fist, or from falling damage you must save or you break a bone in one of your limbs. If a hand, that hand becomes useless. If a leg, you have to hobble around or go on a crutch.

[18] Terrible Tremors
You are affected by terrible tremors and seizures. Once per day, you have a seizing fits that lasts for about two exploration turns, in which you are totally useless. You won't know when this happens, but your DM will secretly roll a 1d20. If it rolls under your Wisdom score, your character gets an odd feeling that you're going to have a fit in the next hour.

[19] Smooshing Disease
To everyone else, it looks like you're shrinking. You're not really getting smaller, your body is just smooshing down into a more compact, wider form. Every day this happens you lose some height but stay the same weight, becoming bulkier. Every week, lose -1 to hit but gain +1 AC until you get to 14 natural AC from being a bulkster. You can temporarily regain your normal height by getting stretched out on a torture rack.

[20] The Tiger Disease
Starting from a slight tan before turning to a dark brown; cartilaginous strips of flesh along your body, especially the torso and midsection, appear. These become stiff and very painful, making your movements less flexible. Treat your Dexterity modifier as -1 while afflicted. After 1d6 seasons, these strips will get so inflexible that they'll burst or rip, causing very painful jagged wounds on your body. Each day, there is a 1 in 6 chance that the strips will rip (with an extra 1 in 6 for each acrobatic stunt you pull or each successful saving throw you make against a trap) and cause you 1d4+1 damage. The name of this disease has a double meaning; first you have stripes like a tiger, and then you look like a tiger raked you with its claws.

[21] Tamsundi Twist
Your legs are horribly affected by cramps and twisting. Walking around become an exercise to not cross your legs around or fall on your face- slowing your speed and/or initiative by -10%. Additionally, whenever you sleep, your legs want to cross up and fold themselves into a horrible pretzel leaving you helpless. You need to sleep with leg braces or splints on.

[22] Dragon's Lung
Gives you a dry cough and wheezing whenever you perform physical activity. You heal at half speed. However, you can once per day breathe in and out as deeply as you can and spew forth "fire" breath from the phlegm and inflammed fluids in your lungs; dealing 1 fire damage to whoever you cough it on but dealing 2 damage to you.

[23] Big Brain Disease
Your brain gets bigger. Your skull swells up causing a large deformity in your skull over several months; any melee attack against you that rolls a 20 splits your skull open and you die. On the plus side your huge brain starts to make you smarter. You gain +1 to your Intelligence modifier.

[24] Yjeetara Fever
Orange plaques of skin form on the extremities, before moving towards the torso and neck. These growths are painful and itchy, but not directly harmful. Each growth allowed to remain on the body increases the person's resting body temperature, which they adapt to as time goes on. Eventually, their blood will be boiling hot but they will still live. This disease kills by making the person's body so warm they can't digest food or drink water without it vaporizing when it hits their tongue and throat, causing them to die of thirst or hunger.

[25] Social Awkwardness Disease
Makes you (more) socially awkward. You find fumbling your words, making inappropriate jokes, and trailing off on tangents about things nobody cares about but you. You get -1 to reaction checks and can't use any hero/conviction/bond abilities if your game has those. If you need a more concrete mechanic- then just say that any healing spells placed on you by the Cleric are reduced by -1 hit point because they have some subconscious resistance to being near you.

[27] The Gray Disease
Your body loses all of its natural color and pigmentation, turning black and white. There's no negative gameplay effects to this; but this disease also spreads to clothes and other items you touch and wear all the time too.

[28] The Drowning Disease
Having this disease makes your muscles cramp up when you're in water. It has a similar effect with other fluids; 1 in 6 chance that killing an enemy in melee splashes enough blood/ichor on you to cramp up your muscles, making you fail any saving throws that must be down next round. If you ever fall into water, even waist-high water, you will certainly drown without help.

[29] Larkinson's Disease
Causes random muscle firings and an inability to sit still. Specifically, applies to music. Whenever you hear music, you feel an uncontrollable urge to dance. You get +1 AC whenever dancing around to music, as it makes you very spry, but you must move every combat round and cannot stay in the same place long enough to cast a spell or hold a line, etc.

[30] Pacifists Disease
You become adverse to any kind of blood or violence. You must make a saving throw at the start of combat; upon failure, you are unable to attack anyone, though you can still cast non-damaging spells, block attacks, run away, etc. Turns your face pale whenever you see something gruesome or get into a fight, giving the nickname of "Whiteface" to anyone with this condition.

[31] Fishface
Puffs up your lips and eyes, giving you a fish-like look. You have -1 to reaction checks. Every week this disease advances, you feel like it's harder to breath air but feel more and more uncomfortable underwater. After one year, your gills erupt from the sides of your neck and you become an aquatic creature- you can no longer breath air.

[32] Duke's Disease
You become incredibly egotistical. On the plus side, the body swells with size and strength, granting +1 to your Strength modifier. Your internal organs do not grow to match this, leading to lethargy and eventual death- every week you have this disease you lose -1 to your Constitution modifier.

[33] Great-Green Cyst Disease
You start to grow glowing green cysts on a random part of your body- you grow one new cyst each month. Each cyst that appears doubles in size every week. If you allow one to grow until it's as big as a fist it produces enough light to see by in the dark, but impedes your movements. Lancing the cysts destroys them but they will keep regrowing until you can find a cure.

[34] Yin-Yang Essence Leak
Your body begins to release your natural energies as a sweat. If you are female, it will be bright blue Yin energy, that is very cold. If you are a male, it will be bright orange, warm, Yang energy. Every week you have this disease, you lose one level from level drain, until you reach zero level, in which case the fever is miraculously ended.

Other people can drink this essence. Count it as 1% of the character's experience points if you drink or make a potion out of this essence-sweat. The character leaking the essence can drink their own emission to recover that amount of experience. Also if you drink Yang essence as a girl you'll grow a beard and if you drink Yin essence as a guy your cock will fall off, because that's a thing in the chinese light novels where I stole this kind of shit from.

[35] Troll Flu
You have several flu like symptoms; sweating, shivering, nausea, and a lack of appetite. Also, you turn to stone when exposed to direct sunlight. Don't worry, you'll turn back next time it's dark.

[36] Lesser Vampirism
You have vampirism, but a really lame, hay-fever sort of vampirism. You get sunburnt if you spend more then an hour outside in the sun a day, and need to drink a few droplets of blood (from someone else) or else you feel weak and listless. If you manage to keep this disease long enough your vampire abilities grow until you'll become a real vampire; roll on the Vampire Bloodlines table to find out what vampire your disease mutates you into.

[37] Stonelicker Disease
This disease causes weakening bones- especially the ribs. The victim feels very brittle, and any blunt weapons deal double damage against them. If they spend at least two hours per day licking rocks for their vitamins and minerals this double damage is negated for that day.

[38] Horse-Throat
Your voice becomes very hoarse and grunty. Whenever you try to speak above a whisper, your strained voice becomes the loud baying of a horse.

[39] Bad Syndrome
Instead of brain there is dark orb. The inside of your head has grown a dark orb which inflicts unwell mental health. Your Wisdom is reduced by -2d6 with a minimum of 1 when the disease reaches its full stage. Additionally, one year after having the disease regardless of its progression, you will experience the sludge, where once per day you must drool or sneeze out a small bucketfull of dark black goo. If left alone and out of sunlight, this goo will metamorphize into a 1 HD Black Snotgoblin. If enough of the sludge is left together in one place, it will likely form into an orc or even a troll.

[40] Black Finger
This disease begins from the tip of a random finger and slowly spreads to the base. The feeling that finger begins to lessen over time, and then eventually fall off. You lose -1 maximum hit points and Dexterity each time this happens. If you jab someone in the chest very hard with a black finger, they catch the disease too and take -1d4 damage like a melee-range spell.

[41] Scorpus
This disease is characterized by yellow eyes, with the veins gradually yellowing and extending to the whole body. Anyone inflicted with Scorpus begins to see everything as a threat; their fear gland is over productive causing constant stress, paranoia, and anxiety. Characters with Scorpus have -1 to morale checks, or -2 after a year of having it.

[42] Mad Wizard Disease
Inflicts a form of magical schizophrenia on the victim- forcing them to perceive the world in a disjointed fashion, sometimes seeing or hearing things that aren't there. This spell is characterized by the infected casting "spells" by waving their hands around and saying nonsense words, believing they have magical abilities. People with actual magical abilities are immune.

[43] Blackgrist Disease
This disease has very few outside effects, making it seem harmless or that no infection is present for the first 1-3 years of having it. During that time, the internal organs slowly shrivel down into black chalky parodies of what they once were. Once the symptoms begin, they are deadly and it is far too late to stop it. Uniquely, the corpses left behind from a Blackgrist infection can have their Blackgrist material broken down and boiled to create a powerful potion base- with the fumes from this reaction acting as a powerful euphoric drug. Every use of the drug or a potion made from Blackgrist confers a 1% chance to catch Blackgrist from them.

[44] Manead Fever
Prognosis; a high fever with bright red extremities, appearing similar to the tips of fingers and toes dipped in blood. Other symptoms? Incontinence.

[45] Procrastination Pox
Large purple welts appear on the skin of the individual who has it. Strangely, they don't seem to want to find a cure. Lancing the boils is painful and ineffective; most effective treatment seems to be making the patient actually get off their ass and do something about it.

[46] Puff-Hands
Your hands get bigger. The flesh of your palm and your fingers below the farthest joint swell up, getting bigger and less useful. After one week, you can't hold a lockpick. After two weeks, no daggers or wands. After one month, you can't hold anything.

[47] Crickback
Your spine and back muscles contort and twist strangely. Every day you have this disease you lose -10% to your overall carrying capacity, with a minimum of 10% of your normal max. From then on, you lose -1 Strength or Constitution until it finally kills you.

[48] Ghost Disease
Less of a disease and more of a very clinical form of spirit possession. When your humors are misaligned; this can happen sometimes. The ghost of a dead person has made its residence inside your body; letting them pilot it when you are asleep or unconscious, cause minor "hauntings" like hearing tiny footsteps from your skull, and so on.

[49] Pirateification
Characterized by lowered impulse control, intense wanderlust, violent and sexual tendencies along with addictive behaviors, and growth of body hair. Contrary to the name, most pirates do not actually have this disease and are actually just dicks.

[50] Spellbow
This person's magical energy begins to collect in one of their elbows. Wizards and Magic-Users suffer from this effect faster then normal people; speed up the speed of this condition by the MUs level multiplied by whatever the "normal" amount would be; so a 5th level MU would advance in this disease five times as fast as a muggle.

Whenever you bang your elbow, you accidentally release magical energy. This creates a Wild magic effect, or fires out a blast dealing 1d4 damage to a random person- rolling first for those who are roughly in front of you when you bang your elbow. This magical energy gets more extreme for every month you have the disease;

  1. One month. As described above.
  2. Two months. Magic blast deals 1d8 damage +  wild magic effects are more extreme.
  3. Six months. Magic blast deals 1d10 damage + elbow can now fire off your lowest prepared spell without your consent. This spell will still target enemies and try to be useful, but its as useful if you catch it first.

Also; while you have Spellbow the affected elbow grows a bright blue patch on the back to signify it as something special and important to the primitives who tend to catch it.

Saturday, June 12, 2021

50 Goblin Attacks


[1]
The goblins have smeared some foul-smelling oil on their heads. They lit it before going into battle; perform flaming headbutts. Take 1 damage a round but +1 damage when they hit.

[2] They're riding a "powerful" war beast. Roll 1d6

  1. Goat. 1d2 headbutt.
  2. Pig with armor; rider has +2 AC
  3. Wolf, stats as wolf. Will focus all its energy on killing its rider if they're knocked off.
  4. Big worm. Slow. Will be the last to fight party. Doesn't really do anything.
  5. Slime. 1 in 6 chance goblin gets absorbed and fucking dies each round.
  6. Man. Two rounds to help him out of bondage gear : new grateful level 0 hireling.

[3] Swing pendulum traps at you. They laugh and don't notice them swinging back to hit them.

[4] Poop throwers. Pretty gross, but they'll realize they forgot to carry actual weapons after three rounds of pelting you.

[5] They make a very obvious disguise of three goblins in a trenchcoat, try to learn "fellow human secrets from fellow humans like me because I am a human. Let us go to sleep now, my human friends."

[6] Long wooden spears. They have four goblins on each, run at full speed and try to ram you. Might actually do 1d8 or so damage. On a miss they ram into a wall and all fall down like morons.

[7] Give you a young, cute goblin girl to be your slave wife, demand massive bride-price you can't pay. If you actually pay it, they'll just kind of leave you with her while being confused. She'll be pretty confused too, because she forgot to stab you in the back while you were arguing.

[8] Goblins load up into a barrel and shove themselves down a slope at you. Didn't account for dizziness.

[9] The goblin shaman leaves behind a cursed item on the ground, very obviously made by goblins. They can't stop whispering and giggling around the nearest corner.

[10] Leave behind a few dead adventurer/goblin bodies on the ground. The goblins have put carnivorous larva inside the bodies which will pop out and attack if you loot them. Actually a pretty good trap.

[11] Burning book. Tries to 'close' it on your hand or face, thinking its going to do significantly more damage then just hitting you with the book, or throwing it.

[12] Severed, clawed hand of another monster or undead creature tied to the goblin's wrist. Tries to punch you with them. 1 in 8 chance it's a ghoul claw and still carries paralysis.

[13] They sling little clay balls with mild acid at the core. Will weaken your armor by -1 AC if not washed off after battle.

[14] Goblins shoot themselves out of a catapult made of big monster bones and stuff. 1 and 3 chance to make it over the wall or pit.

[15] Goblin "martial artist" wants to show off his new secret move. It's just a dick punch.

[16] Goblin has stolen a cool orc prosthetic, and chopped off the appropriate body parts for it. It's hilariously oversized on him.

[17] Goblin has produced a giant spiked dice, used in "death gambling". It's not a very good weapon, but if you ask him about death gambling he'll stop attacking you to talk about it; and it's really cool. Basically you jump down in a pit while goblins throw giant iron dice at you and you try not to get crushed. If you're a human it's really easy (because the dice are meant to crush goblins and not people), they'll catch on to this after you win a few thousand coins.

[18] Fat goblin. Jumps on people from above.

[19] Fat goblin. Heavily armored, has a large piece of scrap metal as a sword. He's the goblin's elite unit. Stats as bandit.

[20] Goblin's hidden in a great pot of stew, breathing through reeds. The stew was cold when they got in. If you take more then a turn to check it out, they'll boil alive and die.

[21] These goblins made wings out of random junk and giant-insect body parts. Actually kind of ok at gliding or negating fall damage, surprisingly enough. They want to drop down from above you, holding daggers in their mouths for when they land, not realizing you can just hold your spear upwards.

[22] Goblins on a horse! Seven goblin "knights" all riding one horse. The horse is terrified of them. Every time it rears up 1d4 goblins get knocked off.

[23] Two goblins swinging around a dead man's poleaxe.

[24] Goblins fire gremlin/runtish goblin out of a crossbow. Launched directly at your face. Takes a round to pull the little fucker off.

[25] Goblin has a loud maraca filled with beads and bone-bits. Since it scares other goblins, assumes it will scare you as well.

[26] Goblins wait until you're asleep. Then walk into your camp, wake you up, and inform you that "we're not actually here you are DREAMING this right now!"

[27] Goblin pastry chef attacks you with tears in his eyes. He's lost his goblin-hood according to other goblins, constantly belittled for making nice things. They forced him into this.

[28] Goblin attacks you with a dead fish. Tongue-consuming bug parasites come out and try to crawl in your mouth. Stats as 1 hit-point creatures. If they reach your mouth, save or have them bite off your tongue and replace it in function. You can still talk and cast spells and eat and stuff, you just sound weird. Also very gross.

[29] Goblins are wearing lizard skin armor. They get +1 AC. They know the lizard skin is magic and can regenerate after being cut. Didn't think how they were going to get out of the suits once they put them on, since if they try to cut themselves out it will just grow back.

[30] These ones are carrying "booger bombs"- severed heads of sick goblins who had their noses stuffed up and then were decapitated once the pressure started to make their skull muffin out. If thrown and hits something hard the "head" will explode dealing 1d2 damage and coating everything nearby in sticky boogers until cleaned off.

[31] Buried themselves in the sand to pop out and attack. They forgot to cover up their ears, which have turned a dark emerald after being badly sunburnt.

[32] Carrying a pot of boiling stew on its back. Will spin around to try and fling it on you; if you hit him he falls down and it pours out all over his head.

[33] Goblins armed with metal pipes- bang against rocks to make lots of noise in an attempt to scare you off. If you wait a few rounds their pipes will be bent and useless.

[34] Goblins have forced a hedgehog to swallow a bit of line and a fish hook. Hold onto the line and spin it around as a flail.

[35] Goblins are posed as tax collectors. They come to you demanding your gold. They throw around words like interest, duty, principle, deductions, rate, and tariff basically interchangeably.

[36] Goblins on stilts. Bladed condoms.

[37] Goblin has found a magic hammer. Holds it by the wrong end; still releases a chain lightning bolt on hit- will hit the goblin first, then bounce to you.

[38] Goblin suicide bomber.

[39] Goblin magician has bargained with dark entities for power. Has 1 HP, crippled, carried in a wooden cart by other goblins, knows a 1st or 2nd level spell.

[40] Absolute psychopath of a goblin had his arms and legs removed and replaced with blades. Can spider crawl on the ceilings, do breakdance cutting moves. Terrifying.

[41] Goblins have taken homemade "goblin grease" and smeared it across a smooth stone floor in this part of the dungeon, while lobbing spears and rocks. Try to goad you into running at them.

[42] Several cages containing "trained" giant rats are released towards your party. They are "trained" in the sense that the goblins point them at you first, but they will attack anything.

[43] Goblins have several long poles. They don't try to hit you, moreso just push you onto the spike and pit traps they know are nearby.

[44] Curse-Hoarder goblin. Group of goblins have one dedicated to getting cursed by everything- he's so badly cursed its basically contagious. Deals no damage on a hit, but the next time you roll a saving throw it's an auto-fail from his bad luck.

[45] The goblins have woven a net from bat hair and cave vines. Big enough for a goblin, not for a human. After they throw it on you- they are confused for one round.

[46] Goblins have flaming/explosive oil. Couldn't make something watertight, so they just carry it in their mouths instead. Try to spit on your torch; they cough and sputter for 1d3 rounds afterwards.

[47] Five to ten goblins with slings, lined up in a row, firing volleys of sling bullets. If you squeeze them into a tight space by getting them to chase you; they'll accidentally knock each other out by swinging the bits of cloth they're using too hard and hit each other in the head.

[48] Goblin mime. Done up in white and black paint on their body, does weird hand gestures as goblin's sneaking around drop props or flip switches to make the mime's motions reality. The mime is so into the role that he'll respond appropriately to your own hand gestures too.

[49] Mad scientist goblin has figured out how to make a chainsaw, basically. Four goblins are spinning wheels behind him on a box with a cable that connects to the chainsaw device to power it. If you just slash the cable it stops it, easy.

[50] Goblin fungus-shaman yells at you- saying you're all about to die. Feeds glowing red mushrooms to his subordinates. Nothing seems to happen and the goblins despair. If any are alive 3 rounds later they mutate, gain +2 HD, turn red, and become as big as orcs.

Thursday, April 29, 2021

50 Faction Names

Need a name for a faction or group? Roll on this list.

Roll 1d10 for a cult's name.

Roll 1d30 for a name fitting a fantasy setting.
Roll 1d20+30 for a name fitting a science fiction setting.
Roll 1d50 for a totally random faction name.


50 Faction Names

[1] Ladies & Gentlemen of the Highest Esteem

[2] Jugglers, Tumblers, and More (the more is the cult part)

[3] Order of the Burning Sky

[4] Seekers of Saturn's Spade

[5] Blind Linchpin

[6] The Thresholders

[7] Everyday We Are Better

[8] Hopeful Terror

[9] The Seekers

[10] The Sounding of Frozen Chimes

[11] The Witches Circle

[12] Trollbloodies

[13] The Crossbreed Club

[14] Blight Buddies

[15] Goblin-Grabbers

[16] Rat Catchers

[17] Skulduggers

[18] Blood-Letters

[19] Bird Watchers (painfully obvious spies)

[20] The Valin'Dajo

[21] Squires

[22] White Wardens

[23] Cup Bearers

[24] Imbibers of the Sacred Starlight

[25] The Silverlark Guild

[26] The Family

[27] Mystic Order of (Put a God's name here)

[28] The Aviary

[29] Temple Guard

[30] The Sabre

[31] Noncorporate Security & Defense Initiative (Just said as NSDI)

[32] Watchers of the Wavelength

[33] The Investors

[34] Arms-Runners

[35] Laser Cowboys

[36] Moonfallen

[37] Nebula Pirates

[38] The Roadtrip Men

[39] Time without Loss

[40] The Catalogers

[41] Interspecies Relations Association

[42] Stardust Gardens

[43] Stardust Keepers

[44] Enig-Mass

[45] Delvers of the Event Horizon

[46] Frequency

[47] Intuitive Technologies

[48] Perfect Tyranny (PT)

[49] Valued Interests & Acquisitions

[50] Supernova Squad

Thursday, December 17, 2020

50 Magic Rings


[1]
Lion Ring
Iron ring with a bit of fluffy lion mane as padding for the finger. +1 to hit.

[2] Uronn's Ring
Dark gray ring speckled with green flakes. Once per day, can touch a piece of writing to blank it out instantly, as though erased. Can work on engravings, parchments, body writing, etc. Only works on words, not pieces of art or musical measures.

[3] Kallisbin Bands
These rings are always found in a pair. They are both green and have an ornamental lock on them, too small to fit any normal key. If the wearer of one of the rings die, their spirit is trapped in their body. The owner of the OTHER ring will suddenly spit out a tiny key. You can use this key to “unlock” the spirit of the other person from their body, but the ring and key do not have to be used while their corpse is wearing it. Some people have made businesses of trapping souls within corpses, burying them, and then ransoming the relatives to end the torment their departed must be feeling while trapped by the insidious magic ring. More positive uses include keeping someone out of hell for a bit while you try to figure out a way to fix the situation with a dead guy. Also if you die while wearing the ring and the other ring isn't being worn or is on a dead guy, then your corpse starts projectile vomiting a million tiny keys.

[4] Safe Ring
It's pink and childish. Pull this ring off your finger and drop it on the ground; you create a “safe” zone of 15 feet in diameter where enemies cannot enter, attack, or cast spells at in any way. Most enemies will just leave or wait for the time to run out. Lasts one turn, but you can't find the ring after you use it since it goes to somebody else who needs to be “safe”.

[5] Great Ring
This magic ring is golden and increases the level or HD of whoever wears it by +1. It's very powerful, but also not fitted for a human hand. It's closer a fit for a half giant; you could wear the ring as a bracelet. Sadly, this does not confer it's benefit. Maybe there's a way to shrink it?

[6] Ring of Vee
Plain but aesthetic silver ring, which has no apparent effects. If you wear this ring for two years, you gain magical ability. This only applies to settings where certain races or beings can't do magic innately, obviously. Regardless, your newfound magic means you can cast one 1st level spell once per day, regardless of your class or level. If you were already a magic user, you advance in spell slots as though you were one level higher, but all your spells are only as powerful as they are at your current level. Once this power has been granted to its wearer, you can take the ring off and somebody else can start to wear it, but it does take a long time to kick in.

[7] Shatterfly Ring
This ring appears as a thick metal band with a tiny mosaic made of glass of a butterfly. By touching the hand that this ring is on onto any piece of glass, you can willingly shatter it. In the instant it is shattered, the glass shards turn into butterflies. The butterflies just act like normal butterflies do with the same color as the glass that was shattered. If the glass was smoked glass then the butterflies are mildly poisonous and if they land on you to rest you must save or be poisoned.

[8] Pain Ring
Once per day, you can gesture at a living thing with this hand and cause them unbearable pain for one round. They must save or be stunned.

[9] Bal Rock Band
Greenish gray stone roughly chiseled and hollowed out into a ring. Wearing this ring grants +1 AC, but only when both your feet are firmly planted on the ground. Also, if you are holding a rock that's at least as big as your head, increase this bonus to +3 AC

[10] Cro Man's Ring
The ring is purple and feels fragile, much like the chaos desert wadnering Cro. The wearer of this ring feels their mind expand, and gains the power to perform a 1d6 nonlethal psychic attack three times per day at anyone they can see. Wearing this ring for extended period erodes away a person's natural empathy or kindness; every year you regularly use this ring shift your alignment towards Lawful Evil.

[11] Menabin Band
Thick metallic ring with the ability to deflect magical songs. Any magical song within hearing distance is distorted by this rings unusual vibration. This applies to all magical songs, including the ones used by its wearer. Masters of magic or name-level Bards can wear this ring and use it to reverse the effect of any spell-song they sing.

[12] Polymorph Ring
This ring is bronze, and is so warm it almost feels alive. By putting it on your finger, you feel a pulse of life energy through your arm. The hand that holds the ring can be transformed into the head of an animal you have eaten at least once. You can turn the hand into a wolf head to do bite attacks, a cobra to spit venom, or a dragon head to breathe fire. The real challenge of this ring is to find, kill, and safely eat some flesh from all the creatures you want to turn your hand into. In game terms; you can make attack rolls by using this hand like a weapon, copying the natural attack of a specific creature, but the size of the creature's head you make is limited by your own hand size; maximum bite attack of 1d6+1

There is no limit to how long or often you can change this hand, but you can obviously only transform while wearing the ring. While transformed, your hand appears as the animal head and has the ring on their tongue inside the creature's mouth. If the ring is removed or the hand/animal neck is severed off, the hand will revert to its normal state and you will no longer have the transformation attack.

[13] Scurvyman's Ring
This ring is a dull yellow gold, giving it a sickly impression. By pointing ominously at a location or moving object (like a ship) in the distance, this ring acts as a slow Putrefy Food & Drink, as the reversed version of Purify Food & Drink clerical spell. This ring ruins 2d6 rations worth of food or drink every turn you use its magic; over the course of a long chase over the open ocean during the day, the enemy ship's quartermaster may find their entire pantry rotten and filled with maggots- spontaneously generated in the flesh of their only food.

[14] Ring of Dead Seagulls
This is a crude silver ring, flecked with ocean spray. One end has been hammered flat and on it a small relief of a wing has been carved. This ring has a minor curse- if you wear this ring, birds hate you. Eagles will attack you if you climb near their nests (moreso then usual), ravens flock around your house to make the neighbors think you are into dark magic, songbirds sing too early and wake you up all groggy, seagulls will poop on you at the beach, etc. The longer you wear the ring, the worse the curse gets, but taking it off means it will slowly fade.

This ring is made with pirate magic. It is one of the only known artifacts that can make pirates honest- at least until they fulfill their end of the bargain. When wearing the Ring of Dead Seagulls, you can enforce magical pirate pacts by having two pirates spit into their palms and shake hands. You do not have to be a participant in the agreement, just mediating a meeting between captains and your ring will work its magic. These magic pacts require both parties to be fully aware of their part in the agreement, and verbally state their intentions to each other willingly before shaking on it. Then, both parties must try to fulfill their side of the agreement, whatever it may be. If one or both sides try to weasel out of it or break their agreement- they will begin to feel the wrath of the sea as the weather turns bad for them on their voyages and sea life beings to turn against them. It is possible then to avoid fulfilling your part of a pact by simply moving away from the sea and becoming a landlubber, but that is a fate few pirates are willing to suffer.

[15] Ring of Red Mornings
This ring is copper, with a fiery red jewel. You have a 5 in 6 chance to accurately predict the weather each day. You can also tell whenever the weather was changed due to a magic spell or dance, and you know exactly what spell it was.

[16] Fisheye Ring
This ring has a creepy fish eye stuck in a stagnant glass bubble filled with water. Once you put on the ring, you can see out of this eye. The eye is nearsighted and is blurry, and often gets color confused, but you can use this to see around corners or look behind you discretely by turning your hand, etc. This ring also has a secret ability- if submerged in water for at least one turn, the eye on the ring begins to glow and anyone wearing it gains underwater night vision from the magic ring.

[17] Riptide Ring
This ring looks battered to hell by hammers. Every round, you can make a d20+2 attack roll vs any target's AC who is in water. The ring whips up the waves and makes them smash, shove, and pull under the unfortunate who you are targeting. There's no limit to this power, but you are not immune to the ring's power if you are in the water too, and you can only use it on those you can see and motion at.

[18] Booty Band
This ring is a fat gold band with several diamonds- it's quite a catch. If you bury something with this ring on, you will always remember exactly where it is without need of maps or landmarks. If you aren't wearing the ring, you forget. If someone else puts the ring on, they can remember their own treasure hoards but it's specific to each individual. Pirates constantly fight over this ring to get their treasure-hoards they buried with it back, and pirate captains have spent fortunes trying to get freelance magicians to reverse engineer the memories of other pirates who have worn it; you could potentially unlock a million treasure hoards all over the world with this ring, which is why it is so valuable.

[19] Timewalk Circle
This powerful magic ring has the appearance of bright blue glass, which is almost totally transparent. Tiny glittering dust particles float freely inside of it. The wearer of this ring can channel energy and, once per day, create a split from their current timeline. Within the new splinter, they can perform any action or do anything they wish and, after 20 minutes or 2 exploration turns, time will revert back the way it was as soon as the ring was used. While all the changes you made during this time were reset, the timewalk ring wearer and those who were touching them when they activated the ring will remember everything that happened in the time splinter, where as everyone else will forget and will have reverted to that pre-time splinter state. You can use this to gauge your strength against a foe, or for scouting, or for any other number of things. With powerful enough time magic, you could selectively swap timelines over to the time-splinter, letting you have multiple tries before you create your perfect series of events in that 20 minute period to keep instead of returning to normal.

Also, using this ring more then once totally fucks up the time stream and starts cosmically marking you for outside forces- your mortal soul looks a bit weird after this. Every time you use this past the first time, 1 in 20 chance of summoning and Unspeakable.

[20] Ohes Teean's Ring
This ring is black and etched with arcane runes that glow green when its spells are ready. The power in this ring recharges every day at the peak of the moon, though will not recharge on the nights of the new moon where no moon is visible in the sky. This ring contains two spells, both spells can be used twice per charge. The first spell is Shockbolt which deals 1d6 damage to any target without a to-hit roll, identical to magic missile but dealing lightning damage. The second spell is Shock to Flame which is a magical spell that turns any electrical discharge or lightning bolt into fire or vice versa. This spell can be cast somewhat in anticipation for an effect, since most spellcasters won't be able to react and target a lightning bolt mid flight, but the spell must be cast in the same round. Upon being changed, any spell which does fire damage will now do lightning damage and vice versa, all spells lose one dice worth of damage from the transformation as some of their momentum is stolen. Spells with effects over time, such as a Wall of Fire spell, will instead burst instantly and be over with. Spells that grant an aura or shield like a Static Armor spell will instead light those who are affected by the spell on fire. Finally, you can also use this spell on a normal fire or electrical substance to change it as well.

[21] Furious
Red ring of orange and red metal. It gleams with inner fire. Whoever wears this ring unlocks the secret of brutal rage at the cost of their sanity. You can use this rage to gain another use of rage (if you are a barbarian) or go into a beserk rage; all of your attacks and damage rolls have advantage on rolls, but you have disadvantage to saving throws. Every time you use this ring, lower your Wisdom permanently by 1 point.

[22] Ring of Connections
This ring is white-gold, and is simple and humble like a wedding ring. Once you have put on this ring, you may declare any connection to another person you wish to the world; whatever it is, it will be true in a cosmic and magical sense. The other person is changed mentally in any way, but whatever connection you declare to them will be touched by fate. For example, if you claim to be the Son of a long lost King with many bastard heirs, then as far as anyone knows it would be true, and you can hold aloft that King's old magic scepter without being shocked- a sure sign of your lineage. If you declare yourself to be the bitter rival of someone who barely even knows you exist, then they will feel the pressure of fate as you quickly advance to being their greatest enemy.

[23] Ring of Impending Doom
The moment this ring is put on, the wearer feels an incredible sense of dread and impending doom if they were to remove it. The ring has no effect, but while worn the wearer gets a +1 to all saving throws from their paranoia and constant diligence to every little action. Taking the ring off requires a morale check or saving throw; if you fail, you can't try to take off the ring for another week as you build up your courage. The ring isn't known to have any ill effects, but most prefer to get rid of it as soon as they possibly can.

[24] Monkey Ring
Made of a few small twisted twings and leaves. This ring makes the wearer more monkeyish. They can now use the ability of monkey-see-monkey-do after watching someone else attempt an action or combat maneuver, and can do it themselves. The result is always amateurish, and all modifiers or rolls made for this move are made at a -1 because of the rough attempt, but it still allows the attempt. Secondly, wearing this ring gives you climbing skills. You can either climb as a 2nd level Thief, OR gain a +2 to saving throws to falls or whatever climbing system you prefer to use in your game.

[25] Arrow Ring
Spiraled metal ring that has a point connected to a feather in relief on the band. If you are wearing this ring on the same hand when you draw back a bowstring, you can magically make the ring unfold and turn into a straight metal arrow- which has a +1 to hit and damage. The arrow counts as magical but has no special powers beyond being able to be stored as a ring. After firing, you'll still have to retrieve the arrow and bend it back into a circle to make it a ring again.

[26] Title Ring
When placing this ring on your finger, you may announce a title for yourself. As long as you wear this ring, everyone who addresses you must address you with that title, either verbatim, abbreviated, or even in a mocking way if they don't like you, it still must be used. Once you have picked a title when putting on this ring, your title as long as you wear this ring will be that, taking the ring off and putting it back on will keep the same title for you. This ring makes it easy to spread your renown.

[27] Atria Ring
This silver ring is studded with four different gemstones, each of a diamond cut shape. You may motion with your hand to give yourself or anyone you wish +1d10 maximum and current hit points, but this temporary vitality fades after one season. This can be used instantly as a free action at any time, so you can use it just as an orc gets a successful hit against your Wizard with 1 hit point remaining and it will give them a buffer to survive. After each use, one of the gemstones fades into a dull gray stone. The stones can only be restored via ritual sacrifice of a living person; one stone per soul.

[28] Tornado Ring
Twisted silver in a spiral shape. Fits on forefinger, too long to fit down the knuckle. If you point the finger wearing this ring out and slowly circle it around, you can whip up the winds into a twister. From a small dust devil after 1 turn of circling, which can then be flung or released to wreck havoc, or by spinning over the course of several hours to create a mini twister. There's no limit to how much you can use this ring but it is tiring to use and obviously leaves you vulnerable while spinning your finger around for hours at a time.

[29] Archmage Ring
This is a fanciful gold and purple ring that seems to emit an aura of arrogance and command. You become immune to your own spells. However, magical creatures such as fairies, certain spirits, chimeras and the like see you as an ancient archmage who died 300 years ago. This archmage's image is superimposed onto your own from the ring- and he had many enemies.

[30] Ring of Rot
This is a cursed ring. Putting it on melds it to your skin. It can only be removed by finger amputation in the first hour, hand amputation in the first day, or arm amputation in the first season. If it goes beyond that, it has infected your whole body and cannot be amputated without killing you. The infected parts of your body, spreading from the finger in the time frame explained above, starts to turn gangrenous while yellow tendrils grow throughout your flesh like tree roots. Every stage of infection above grants you +1d6 maximum hit points as you become supernaturally vigorous and nearly immune to pain. However, your natural healing abilities stagnant and eventually fade. After one week, you no longer heal naturally and can only heal through doctoring. After one season (3 months), even medical skills are of no use and you can only heal through magical healing potions or spells. After a full year of infection, you will be unrecognizable and go feral, becoming a disease bearer creature. Assume that each day after one year, you have a 1 in 20 chance, as you aren't exactly sure when it can strike.

Disease Bearer (X HP, +2 To-Hit, +X+2 AC, two attacks of diseased swipe at 1d6+2, save or be infected with plague on a hit)
Morale- 10

The Disease Bearer is a creature that has lost its mind after putting on the Ring of Rot. It now only exists to spread the disease and plague around it, and seeks to die in such a way that the ring can be found and put on by someone else to continue the process. The Disease Bearer has the same HD it had while alive; it's HD is the same as its host but it retains all the damage it had that was not healed by the host; going feral did not rejuvenate it. Secondly, the creature has the same AC as whatever armor the host was wearing, plus 2 from its newfound toughness. You can cap this at 19 to keep it from being too excessively powerful. Finally, each attack this creature makes can infect its target on a hit; they are infected with a skin rotting plague. The plague is not communicable, you can only catch it from a Disease Bearer. Finally; use the above infection rates to determine how quickly the infection spreads, but in this case you lose -1d6 maximum hit points instead of gaining them, and stop being able to heal at the same rate.

[31] Margin Ring
The friend of merchants and quartermasters. It is a humble golden ring, with a smiling fat face etched on the side. Every time you make a trade or sale, your profits are boosted by +1d6% worth of coinage for that season; roll each season. How this ring actually works is a mystery; tiny coincidences or discounts on things you wouldn't expect make trade and voyages more profitable- there is no mind controlling effect of this ring, things just simply work out to make a benefit to your profits. Maybe you purchase a shipment and the wooden crates can be reused to patch a hole in the ship, reducing repair costs. Maybe you sell something to a client and they only have larger coins on hand and let you keep the change. Those armed with this ring can quickly become fat merchant lords.

[32] Slimer
Dull green ring. It's unusually thick and large; most people wear it around the thumb, or ogres can wear it around the pinkie. Whenever they wish, the user can make anything they touch with that hand slimy. Slime has several properties; firstly, it nullifies acid and protects the object from corrosion- pieces of armor covered in slime aren't corroded by acid attacks or rusting spells. If you spread the slime onto your skin; take half damage from acid until the next time you are washed off. Anything slippery, especially a weapon or the floor, will require you to spend a round to carefully move over it or pick it up- if you try to rush save or it slips out of your hand/you slip and fall on your ass.

[33] Fling Ring
Heavy iron ring with a bulging bit of iron slag on one end. You can pull this ring off and throw it as hard as a sling bullet; 1d4 + Strength modifier in damage at range. If the target is not wearing a helmet; save or be stunned one round.

[34] Flight Ring
Wearing this ring makes you a master of flight. Note, it does not actually grant the ability to fly. While riding a flying mount, piloting a flying ship, after casting a fly spell, or while sitting on a flying carpet you gain a bonus to skills in navigation of 3d space. You become as good as a captain of an airship. If you already were as good as a captain, grant +1 to morale checks to your crew, mount, or squadron mates. In effect, this ring grants the automatic ability to navigate 3d space while flying and the ability to ignore the need for things like handle animal or flight checks during stressful aeronautic maneuvers. Also, you and/or your craft gain +1 to AC in the air.

[35] Addict's Ring
This ring has a spike on the inside, that makes it appear as though you cannot put it on. However, pushing your finger into the ring makes the spike slide away into the ring. If you wear this ring, you can once per day command it to inject you with a specific drug, alchemical substance, or charge or some ichor. The ring will protrude the spike directly into your finger and inject you with the substance. This substance can be whatever you wish, but is limited in scope or power to either 1 turn or 1d6 maximum effect.

[36] Empty Ring
This ring is so bland and seemingly worthless you'll barely even notice it. Once it is slipped onto your finger, everybody else forgets it exists. The next time you make a solemn vow with the ring on; a declaration of true love, a vow of revenge, an unbreakable promise and so on- you can now toss the ring away to break that vow. The punishment for oath breaking is severe in the eyes of the Gods, but even they will find the sin mysteriously gone, blanked out, as though your soul is opaque.

[37] Blue Ring of Valor
Commissioned by the Blue Knights, these rings have proliferated since their collapse. There are about two dozen of them, one per each of the great Blue Knights. All of them were made the same; a smooth and sparsely decorated blue ore ring, so that all members of the Knights were equals. Wearing this ring grants both yourself and two hirelings you control automatic success on all morale checks against evil foes or dark creatures. If more rings are brought together in your party, the number of people each wearer can command doubles each time. So with two rings, both wearers can command four people each with this bonus. With three rings, all three wearers can command eight people, and so on. The great Blue Knights were once expected to commands armies of the freedmen against the forces of evil, and that their rings allowed them to do.

[38] The Splendid Signet
From the moment you put on this ring, you know it's something special. Those with less then 10 HD, or a partial divine bloodine, will be disbarred from being able to wear this special ring and making themselves its master. Those who can master this ring can put it on, otherwise the ring will not fit someone who is unworthy.

The first power of the Splendid Signet is that any magical item the wearer claims; if it be by their own hand or added to a collection of theirs, they gain that magical items powers as channeled through the ring. Note that these powers are based on the magical enchantments or aura of the items, not the physical parts or construction of the item itself. So a +1 magic sword wouldn't grant them its damage on a melee strike, but it could grant them +1 to melee to-hit rolls for the improved accuracy. Powerful magical items, or magic items with charges, instead have limited effects. So a wand of fireballs might let the wearer of the Signet start a candle-fire in their hands. You do not have to have these magic items on you to channel them through the ring, but you must own them in some way, so they must be in storage or adorning your servants, etc. If these items are destroyed or stolen, the Signet can no longer channel their abilities.

The second power of the Signet is resistance. Anyone who wears the Signet gets +4 to saving throws against enemy spells, unless those spells or curses are brought through the signet (ie; trick them into claiming a cursed magic item).

[39] Wise Man's Band
This ring is made of carved amber. It is always warm and comforting, but humble in it's luxury. Whoeer wears this ring treats their Wisdom modifier as +1, and has an air of enlightenment about them. Once per Season, a random supplicant will approach the wearer of this ring to seek spiritual guidance, regardless of if the wearer has any wisdom to actually offer or not.

[40] Rainy Ring
Whoever wears this ring smells a bit like after the ring; an aura of petrichor. While wearing this magic ring, cast any spell with the words Cloud, Rain, Storm, Mirror, Odor, or Water in the name as one caster level higher.

[41] Housecat Ring
Your character can ignore exhaustion penalties for a whole day or prepare one spell (of 2nd level or less) with a light 20 minute cat nap, or two exploration turns. You channel some aspects of the cat but aren't especially graceful or predatory; more like aspects of a fat lazy housecat.

[42] Spiral Ring
Thin gold ring that spirals around the finger. After being worn for more then a day, it starts to twist tighter. The entire person's body gets stronger- increase your strength modifier by +1. After two days, the ring is too tight and you can't take it off. After four days, your finger starts to turn purple and hurt really bad, by the fifth day the ring twists the finger off and the effect ends.

[43] Goblin Ring
Grants +2 to stealth, but the moment you put it on your face scrunches up and gets ugly. Only reversible with surgery, or a remove curse spell.

[44] Golden Nugget Ring
Gold ring with an appropriately sized raw golden nugget as the “jewel”. As long as you wear it, you find and can make +10% more gold from treasure hunting and your various estates and holdings. This only applies to gold coins earned, meaning it lacks usefulness for young or poor adventurers seeking copper and silver, is powerful for gold, but falls off again once you start seeking ancient jewels or platinum coins as your main treasure source. Also only applies to the GOLD you earn, NOT the XP you get for gold recovered. It's just additional income.

[45] Ring of Power
This magical ring is made of silver with bumps of quartz crystal. This ring gathers up energy and can be expended to make a single social order, command, or gesture as equal to someone as one higher “rank” in your social group or society- once per day. For example, a lesser noble could sit next to a group of greater nobles for a grand feast by using this ring to invite themselves in. For some inexplicable reason, they will be and nobody will feel like it is unseemly or out of line. Villagers can be treated as well as the local constable, Kings can command like an Emperor and so on. For less abstract purposes; once per day get +1 to a reaction roll.

[46] Trap Ring
This ring is gold, and has the appearance of a tiny link of chains as ornaments carved into its surface. This magical ring has the power to trap spirits within it. These ghosts can only be trapped by a successful to-hit roll with the hand that has the ring, grasping and clutching, which will draw them inside. The total amount of HD worth of spirits this ring can trap is 6 or less. The spirits will automatically file out of the ring in the order they entered if a new one is put in over the limit, or whenever the wearer wishes to release them. Spirits who are released are under no obligation to obey or not seek revenge against the wearer.

[47] Ring of Houses
This ring is made of wood, painted red like a shingle. It's a humble little ring, with magic well suited for its urban origins. As long as you wear this ring, you get +2 to stealth checks and can sneak around really well. Additionally, you can place this ring down in a back alley, turn around three times with your eyes closed, and walk forward into a magical alleyway that appears from nothing. This alley can take you through part of a city- only from a district to district, and can't pass over major landmarks, but will let you rapidly evade guards or criminal chasing you. However, the ring disappears where you left it and will end up on the hand of some random beggar.

[48] Inner Beast Ring
This ring cannot be used by animal people. It is a hearty brown ring, made of some kind of stone that appears as wood, waxed and sanded to be almost ceramic. Anyone who puts on this ring first knows instantly what their spirit animal is- animal people are already half (or more) animal, and as such already know what animal they represent. But for humans- their animal side is hidden within them, as an animal spirit. Wearing this ring allows you to call on your animal spirit- you can restore 1d6 hit points at will AND grants a bonus +2 to hit and damage for your next attack- but doing so will allow the animal side to express itself and take over bit by bit. Every time you use this ring, you gain 1d2 mutations related to your spirit animal. If your spirit animal is a pig, then you might gain a pig nose, or a pig tail, or trotters for feet, or pink skin, or a sudden urge to oink occasionally and so on.

[49] Ring of Lips
This magic ring is a lady's ring. Silver, with a fanciful green jewel and diamonds bordering it. If someone willingly kisses you while you're wearing this, they become enamored with you, and count as the spell Charm Person. Even if they discover this spell has been cast on them, they will still be unable to put aside their feelings. This spell can be broken with a typical remove curse, killing the person who was kissed, or by finding and kissing the lips of the filthiest prostitute in town.

[50] Warband's Ring
This is a cruel iron ring with a metal spike pointing outside, giving it the impression of a weapon. You can wear this ring and point the spike outwards, which increases your unarmed damage by +1. Secondly, this ring is enchanted with the knowledge of ancient barbarian warriors. You have access to 2d4 random Special Moves of 1st or 2nd difficulty.

Thursday, September 26, 2019

50 Random Items

This a table for other tables. It's 50 random objects; items you might find in a fantasy world with a medieval or renaissance tech level. They are not special in any way, don't have magic properties, and aren't stated. This is just a list of items you might find in a random chest or room somewhere.

50 Random Items
[1] Sextant [26] Feather Pillow
[2] Fur Shawl [27] Decanter
[3] Shovel [28] Quill
[4] Hammer [29] Wheel of Cheese
[5] Anvil [30] Calipers
[6] Portrait of a Lord [31] Billows
[7] Chalice [32] Stick of Incense
[8] Nose Ring for a Bull [33] Rabbit's Paw
[9] Door Knocker [34] Tiny Church; cut from Wood
[10] Candlestick [35] Toy Horse, made of Lead
[11] Twine around a Spool [36] Tiny Doll, stuffed with straw
[12] Freshly Cut Branch [37] Spinning Wheel
[13] Sling with Leather-Pad [38] Shards of Stained Glass
[14] Antler [39] Heavy Metal Plates; used in a Press
[15] One Shoe; Iron Studs [40] Wooden Case; big enough for a Cat
[16] Bottle [41] Cooper's Hoop; used to fit a Barrel
[17] Broom [42] Saddle
[18] Apple [43] Belt w/ Buckle
[19] Butter Churn [44] Shingle
[20] Woodcut of a Bird [45] Bale of Hay
[21] Fishing Pole [46] Firestarter; flint and tinder
[22] Millstone [47] Grandfather Clock
[23] Putter's Wheel [48] Cat Collar; has a bell
[24] Captain's Pipe [49] Tanning Rack
[25] Wagon Axel [50] Oar

Saturday, August 31, 2019

50 Custom Blasters

All Ray Guns found deal 1d6 damage for “blasting mode” and use universal energy cells. They can be refueled with magic, being heated by a fire, or struck by lightning in a fantasy world, but other then that recharging them will be very unlikely.

Some Ray Guns are two handed. These gain +2 to hit and +1 damage, but require two hands to use and are not as quick to take out from the holster and harder to use in a enclosed space, etc. Feel free to increase the die size of them by one if you think they should be more powerful and therefore increase the disintegration beam damage to d10 for a two-handed blaster instead of the d8.

Each firing mode of the guns and a short description of each are listed below. Each firing mode uses up some battery, extended use of a mode over an exploration turn should drain the battery by an extensive amount or completely.

Firing Modes
Blasting- Fires an energy projectile, deals 1d6 or base weapon damage. Standard mode.

Heat- Soft wide-ray that slowly heats up whatever its pointed out. Melts ice, dries out fabrics, and solidifies mud. Can be focused to start fires, melt your way through a bulkhead, or boil water.


Stun- Intense blast of energy that shorts out the nervous system of most creatures for a moment. Good non-lethal option, but is less effective on larger creatures. Small creatures may have their heart stopped by it. Criminals in space prison get stunned so often they build up resistance.

Sound- Directional speaker- focused down a narrow path. Can play music, amplify your voice, or just be so shrill to hurt you or break glass.

Light- Flashlight, projector, can be made wide angle. Some get so strong they can shoot a beam that can be seem from space, useful for SOS signals. Maybe can shoot a flare.

Radio/Signal- Self explanatory. Useful for planetary communication, doesn't travel faster then the speed of light unless you hook it up to a Hyperwave reactor.

Plasma- Fires out super-heated gas like a flamethrower. Damage is variable on how much it could reasonably do to a target, short range but ignites many materials.

Hologram Projector- Produces 3d images at a distance, but will flicker and look pretty shitty. Real issue is what you can project, you'd have to program anything you'd want to project.

Levitron- Point this at something to make it levitate, be pulled towards or away from you. Has a clear weight limit and doesn't work as well against moving targets.

Transfer Beam- Firing this very weak beam lets it specifically seek out and recharge other power cores you point it at. You can use your gun like a battery pack for your other gear.

Detection- Uses a form of energy to detect objects, metal detector, amplifies incoming sound, sonar or radar pings, etc.

Wave- Builds up a powerful single blast of sound, wind, or pressure. The shockwave will break glass and knock back nearby creatures. Probably the best way to defend yourself underwater.

Disintegration- Fires a constant stream of energy that breaks objects down into tiny cubes of their most base elements. Pretty useful industrial applications, but against biological beings it can really fuck you up. Increase damage to d8, but its a battery sucker.

Scrambler- Direct hit disrupts technology. Stuns robots, causes cloaking devices and personal protective shields to stop working. Many unsecured doors can be forced to open by blasting them with this ability. Causes cybernetic implants to be useless hunks of metal for a short time.

50 Custom Blasters

[1] The St. Benard – One Handed
Modes- Blasting, Heat, Detection

Used by mountain rangers on snowy planets; can defend self as well as locate and rescue those caught in avalanches. The detection mode features a heartbeat amplifier with a wide angle, much more accurate then most other models.

[2] Bug Burster v99 – Two Handed
Modes- Blasting, Heavy Plasma

Specially designed blaster, has a wide nozzle for the plasma. Plasma deals increased damage and fires at a wider angle, as well as taking up even more battery power to operate. Used to totally destroy biological infestations.

[3] Executioner – One Handed
Modes- Stun, Modified Stun

This black-painted ray gun only has a stun setting to stop struggling prisoners who are assigned to execution. The second setting is fired directly at the head for 5 seconds, if the target is totally still and has a human-level of neurological activity, then their nervous system will be totally fried and permanently destroyed, causing death that can overcome even cybernetic or genetic modifications that allow for self-resuscitation or consciousness-cloning from active brain matter.

[4] Snack-Attack – One Handed
Modes- Heat, Stun, Projector

This gun was used in an interstellar market by a small business owner operating a small stand. The alien wasn't allowed to use a lethal self defense weapon, as most shoplifters were on the market's payroll. It's a general purpose tool, preprogrammed with several loud blaring advertisement holograms, heat modes for various food items, and the stun setting.

[5] Glass Monkey – One Handed
Modes- Heavy Blaster, Light, Scrambler

This is the name for a custom gun used by a high profile cyberpunk-city gangster and assassin. It has several tubes and custom lights. The blaster setting on this weapon is heavy and more powerful then most, dealing 1d8 damage and having enough kinetic force to break bones or punch through weak cover. The light feature as a small laser can also be turned on in tandem with the other modes as to act as a laser-sight, and the scrambler is used to reach rooftops and other escape routes.

[6] Crazy Dragon – Two Handed
Modes- Heat + Wave, Blaster, Transfer-Beam

This weapon is painted bright red. It has a combined heat + wave function, meaning whenever it charges a blast of pressure or force it also uses the heat setting along with it, creating a wave of vibrating particles that set things on fire in the same dispersal arc. It also has a standard Blaster mode and a Transfer-Beam to recharge other devices.

[7] Grim Harmonica – One Handed
Modes- Blaster, Modified Sound + Wave

Name of a gray, metallic blaster that often traded hands in prisons. The weapon can create thrumming beats that damage the tissues of creatures subjected to it night after night; used by prisoners through the walls to next-door cells specifically for the purpose of killing or injuring rival gangs or high profile targets. It can also create shrill noise that makes it impossible to speak over or hear intercom messages; useful for disrupting guards over a prison riot.

[8] Busted Lip – One Handed
Modes- Weak Blaster, Heavy Wave

Hot pink, tiny weapon that looks like it could fit on the end of a keychain. This weapon seemed to belong to a cyber prostitute. It has both a standard blaster option that only deals 1d4 damage due to the weapon's constrained size and energy usage, but has a powerful wave function that knocks back targets and can disarm small weapons from people's hands if aimed correctly.

[9] Gryax Corp. Multitool – One Handed
Modes- Heat, Light, Hologram, Levitron, Transfer Beam, Disintegration, Scrambler

Highly developed and useful multi-tool with a touchscreen display and a safety lock mechanism. The gun does not operate until the user speaks the passcode, in which case it is permanently unlocked for that user. Anyone carrying the gun around for 3d6 days eventually has it unlock for them with a beep after they make a strange noise like a stifled sneeze or slur their words after a night of drinking that just so happens to be the passcode in the alien language.

[10] PvT Blasting Tool – Two Handed
Modes- Advanced Blaster, Advanced Disintegration, Advanced Wave

This tool is used for a specialized crew of miners. All tools are advanced meaning that several values can be adjusted and are generally enhanced, treat as +1 for damage rolls using these modes. The advanced blaster cuts with angled bolts of energy, the advanced disintegration beam similarly cores out rock and soil samples as per the standard disintegration but with a more accurate and battery-conserving beam, and the advanced wave can be so gentle as to blow off dust or so hard as to crack stone sheets for mining. Of course, if applied to living things these tools become much more powerful.

[11] Ping-Boy – One Handed
Modes- Blaster, Advanced Detector

This gun was used in subterranean dwellings to catch oversized pests and runaway pets; the detector setting can detect movements by feeling tiny changes in air pressure.

[12] Innovation Prototype – One Handed
Modes- Advanced Scrambler

This technological marvel was supposed to be a powerful and useful tool to interface with technology, be an all-in-one tool for programming and communicating with machines, and be used to even control starships in motion in one handy tool. The result was a terrible never got off the ground prototype that jumbles up any technology used into it; randomly deleting and replacing vital data with instructions to make sweats in a replicator and so on. Coincidentally it actually works better then devices intentionally designed to scramble technology- its effects last for a minimum of 1 exploration turn or until a hard reboot is used.

[13] Trusty's Blaster – One Handed
Modes- Blaster, Projection, Modified Detection

Trusty” is known for being a great trick shot, mostly because of this gun. It's projection and detection modules can be used to create 3d maps of areas; and the targeting computer in the gun greatly aides in shooting stationary targets, such as bottles put up along a fence. If you get a round to scan the targets up to 30 paces, and the targets don't move, you can shoot with a +4 to hit on the next round as the targeting computer aids. While not so good against living things, this can be used to chain together several difficult trick shots; like shooting out all the lights in an area so you can slip away in the dark.

[14] Black Hill's Backup – Two Handed
Modes- Modified Blaster, Sound

Has a highly accurate blaster which has a +1 to hit and doesn't cause as much burning on the entry point, making it easier to gather the pelt for hunters, as this weapon was designed for hunting aliens on natural and untamed worlds. The sound function also works, usually to act as a lure, and is preprogrammed with ten thousand very strange animal mating calls.

[15] Worker Droid-Arm – Two Handed
Modes- Heat, Advanced Levitron

This gun is literally the arm of a worker-droid turn off, and repurposed with a trigger to send a signal up the innate wiring to fire the mechanisms inherit in the robot's arms. It has a more powerful version of a levitron mode, letting it lift heavier objects. Additionally, its heat beam is used for welding but can also be used as a weapon if focused on a single target for a period of time. Beyond this it's pretty simple, but the robotic exoskeleton on the arm means its very durable and gets +1 to saves to avoid being broken or melted by other weapons.

[16] Remoee – One Handed
Modes- Radio/Signal, Advanced Transfer Beam

Cute pet name for the AI once installed on this thing. After many years running on emergency power, the AI had to delete almost all of its memories and personality files to keep active. It's a remote control that can interface with and activate most non encrypted technology. It's transfer beam has a larger range and even uses quantum entanglement; once connected to an object by transferring a beam of energy the Remoee can be moved and brought away and it can continue the transfer even through solid lead or rock by using hyperwave particles. This stops if the Remoee loses all its charge or switches targets.

[17] Family's Gone – One Handed
Modes- Disintegration, Plasma, Modified Wave

This weapon is so named for its rather bleak inscription, scratched on the side of the handle. The weapon has a powerful disintegration beam and plasma thrower, but has a special modified wave function. The wave function can be switched on to automatically activate when the trigger is released, meaning the weapon blasts forth all the plasma it had just fired in a puff of superheated gas or scatters all the pieces of whatever it has just disintegrated to the wind.

[18] Gap – Two Handed
Modes- Modified Blaster

This weapon can only fire once every other round, but gets a bonus +2 to hit. It's remarkable durable, and has paint scratched off one side, as though it laid on a sniper platform getting the paint peeled off by cosmic dust winds for many years.

[19] Macabre – One Handed
Modes- Stun, Levitron, Modified Transfer-Beam

This black-painted pistol has a little alien skull drawn on the sides; clearly not made or used by a human. It has mostly defensive functions, but with proper tuning with its control panel its energy beams and highly focused electrical shocks can make dead bodies perform certain actions. This is used by grave-keepers to help bend corpses into more convenient to carry and bury shapes, usually before rigor mortis sets in.

[20] Hard Dropper – One Handed
Modes- Blaster, Levitron, Timed Blaster

Has a small screen with a few thick and clunky buttons between. Beyond having a typical blaster and levitron setting, also has a unique blaster mode that fires faster then normal, but on a timer that allows just enough time to swap targets on the fly- you can shoot twice per round with this but cannot turn the gun off instantly, meaning you could accidentally shoot the wall or anything that jumps in front of you, friend or foe. Also, it has Tetris installed on its computer.

[21] Vanisher – Two Handed
Modes- Modified Disintegration, Sound

Creates a powerful energy beam that destroys matter- unlike other disintegration beams, this one leaves no dust or material cubes behind, simply dismissing the target into energy. The core constantly juggles its antimatter charge- by switching modes the gun can undampen the core and a loud shrill noise that can destroy glass or deafen creatures with sensitive hearing emits.

[22] Squint's Rifle – Two Handed
Modes- Modified Light, Advanced Light

This rifle is specifically designed to find and mark ranges, and then fire highly energized photons into the eyes of its targets. The weapon causes blindness, not death. At closer ranges and if hooked up to a computer, the onboard laser can perform some simply brain and nerve surgery, using the eyes of your opponents as gateways to burn its radiance into their nervous system.

[23] Gixess- Personal – One Handed
Modes- Light, Advanced Light

Given out to explorers and settlers on a dark planet, the lifeforms there evolved to be especially sensitive to light. This device is the “personal” edition, granting protection from the planet's most common pests, but not strong enough to deal with the strongest beings there. The light feature here can project many textures, colors, and flashes or strobes of light. The advanced light allows for enhanced brightness, or a fully animate projection that can be put on a surface.

[24] Plymoss Carbine – Two Handed
Modes- Blaster, Signal, Self-Destruct

This weapon is given to soldiers fighting for a powerful consortium in space. The weapon is well made and has a long battery charge; it is a reliable blaster and can both send and receive field reports or orders. It has a final special feature, the self-destruct feature that lets the gun expunge all its energy in a fiery blast that deals 1d10 damage and kills its holder. Plymoss conscripts low in the pecking order were told to self detonate to thin the enemy ranks. When they just detonated their guns and threw them like grenades instead, they were court martial'd for wasting military resources.

[25] Lion Child – One Handed
Modes- Blaster, Modified Heat

Designed to burn the fur off big game hunts, but not a primary weapon for hunting. Seems designed to be carried as a sidearm or by an assistant to finish off and prepare a wounded animal; heat mode useful to burn fur off a corpse.

[26] Crikaa-Core Repeater – One Handed
Modes- Blaster, Projection, Advanced Projector

This standard issue battle-pistol is given to soldiers at the core of an interstellar empire. It has a projection feature that lets it set up targets for soldiers to shoot at for target practice. These targets can even be programmed with smart AI and run tests and building-clearing exercises with fake hostages and gunmen in simple wireframe holograms with fake blasters of their own. Any use of the weapon this wide in scope will require several of the repeaters to be linked up. If the weapon is damaged or the core removed it can still function to create these simple training AI; projecting its light like a lamp instead of out the end of the barrel.

[27] Dog Box – Two Handed
Modes- Blaster, Modified Detector

The Dog Box is so named because of its heavy and bulky shape, and the grating at the front of the gun that can be slid open to let the gun “smell” scent particles in the air, which it can track. The gun tracks extremely well, letting you follow trace scents for hours on end; it is very hard to avoid once you get the trail.

[28] Paperback – One Handed
Modes- Blaster

This gun is made of partially fibrous material and can be easily rolled up or stored in a flat or confined state. The flat, flexible battery with this unit is much shorter in lifespan then a proper hard and rigid battery, which would have to be smuggled in separately.

[29] Corvyern – One Handed
Modes- Sound Beam, Projector

This weapon fires a focused beam of sound, only those in the beam can hear it. The sound is a high pitched squeal mixed with a warning and command to surrender in several alien languages. Due to how focused and loud it is, the beam has a 1 in 6 chance to save or cause your head to explode the first time it strikes you, your specific cranial makeup contributed to the explosion. The weapon can also put up a bright white projection of a square, which makes shooting the gun's user difficult and provides a cover bonus of +2 AC.

[30] Magic Doo – Two Handed
Modes- Accurate Blaster, Levitron

This weapon obviously isn't magic, but has a sparkly effect after being fired, and has energy bolts that home in slightly on their targets. Additionally, it has a levitation device to push away enemies or pull in ammunition.

[31] Open Concept – One Handed
Modes- Blaster, Transfer-Beam

Pistol shaped design with bright yellow barrel. Very minimalist with a comfortable grip. Designed to be easily interfaced with other technologies, new blaster modes can be snapped on in seconds if you find the modules, requiring no crafting time or extra resources to set up the connectors.

[32] Ringtone – One Handed
Modes- Sound, Modified Sound, Modified Signal

This weapon fires invisible waves that interface with devices. Tends to cause phones and computers to send out their alarms or ringtones, hence the name. It can also produce sounds from a very large internal library, and can throw and distort them a far distance, but is limited to the sounds onboard the processor. There is a generic “river sound” and if anybody listens to it long enough they'll realize it's looping. This device can also be used in conjunction with a computer or data-pad to hack an electronic at range.

[33] Ripple-Effect – One Handed
Modes- Modified Wave + Blaster

This weapon fires a regular blaster shot as a wave of energy. The scintillating bolt deals damage to all in a cone, but has short effective range compared to any normal blaster.

[34] Path of the Builder – Two Handed
Modes- Levitron, Weaponized Levitron

Picks up and flings matter, including at enemies. Has several automated functions; pointing the gun on a tripod at a big enough pile of bricks and it will build a simple, prebuilt design of a house for you. The only problem is running out of battery before it gets done with the kitchen.

[35] Flying Ape – One Handed
Modes- Blaster, Stun, Modified Levitron

This weapon was designed in the shape of a boomerang (with an unfortunate banana-yellow paint job.) If thrown in the air, it uses the gravity modules and thrusters to fly wherever it was programmed to go. By default, it returns to the throwers hand in 20 minutes. This gun is often thrown and then the user can surrender or pretend to be unarmed only for it to swing back and return to them just when they need it.

[36] Azure Striker – Two Handed
Modes- Detector, Advanced Blaster

This weapon can scan for life forms and heat through walls, and the advanced blaster can fire energy bolts infused with gravitons, allowing them to punch through thin walls or flimsy cover to attack opponents. It's sleek design and fast fire rate hint that it was once used in special police forces as a tool for breaching urban locations.

[37] Glatherin – One Handed
Modes- Modified Heat, Heat, Blaster

The name of this weapon roughly translates to “witches who fly but never leave the ground”. Beyond normal blasting and heat ray modes, this weapon can also create heat in the potential energy of objects. The invisible beam may feel similar to a tickling or bugs-crawling-on-your-skin type if it hits you, but is not painful or obviously noticeable at first. After 1d6 turns, the area blasted by this energy beings to heat up, the molecules burning themselves up. Fully inoculated beings are consumed by this fire with no way to stop it, unless they can cool themselves down enough before the flames start to cook their skin and melt their organs. This weapon is highly prized by assassins but the battery is drained after one use of the modified heat setting AND it has a short range when using its special stealth mode.

[38] Khan Rifle – Two Handed
Modes- Blaster, Disintegration, Stun

This weapon is short like a carbine and can be easily loaded and fired while mounted. It is adorned with tribal ornaments; a primitive culture with an advanced weapon. It has a weight pulley within the short stock that transfers some of the kinetic energy of the weapon rocking during long travels that help keep it fully charged for combat.

[39] “It's OK to Lose” - One Handed
Modes- Blaster, Scrambler

Clearly modified for stealth and ease of quick drawing; this gun can be stored in a pocket. Belonging to a famous dirty gambler alien, who met a quicker gun once and hasn't gambled since.

[40] Bird Caller – Two Handed
Modes- Sound, Stun

Shoddily made, this unnecessarily large weapon can mimic the sounds of various tropical alien birds and stun them, making them easy to capture. It has an auto-lock on feature to hit fast moving targets, but the charge on the stun is too weak to stun anything more then a few dozen pounds. Instead, stuns by this gun stun individual body parts of larger creatures.

[41] Port-A-Maid – One Handed
Modes- Modified Hologram-Projector

This gun has a white and black color scheme and is presented as more of a household product then a weapon. It creates a dainty looking maid out of holographic, solid light that can interact with her environment. It is still a weapon, because you can program the maid to attack people with rolling pins and knives and it deals damage like the real thing! The Maid Projection cannot die but can be temporarily disabled via a concentrated blast or a stun setting; destroying the gun will obviously also stop the murderous cleaner.

[42] AV41 – Two Handed
Modes- Wave, Modified Wave

This weapon is a high tech design. It has a simple wave function that can be so weak as to just blow away dust or so strong as to blast apart glass and break bone. It's so advanced as to have a ranged wave function; through setting the range-finder you can set the wave to expand outwards from all directions in a sphere disjointed from the weapon, resulting in beings or objects exploding from the inside out and creating makeshift shrapnel bombs.

[43] Carnage – Two Handed
Modes- Repeating Blaster, Levitron

This weapon can fire extremely fast. Every other round it shoots, it gets an extra shot. The blaster wounds from this weapon are especially damaging to the body and it deals +1 damage. The weapon is also equipped with a levitron function to move debris out of the way or to create cover by levitating an object in front of your advanced. Clearly a soldier's weapon. Well known design flaw; if you hit the weapon at the right spot the levitation engine overflows and causes the weapon to implode, taking its operator's hands and part of their face with it.

[44] Asmog – One Handed
Modes- Light, Modified Light, Sound, Wave

This weapon has a dark paint job and was created for use in back alley cyberpunk dystopias. It can create light, but can also “reverse” the light function and deflect light rays away from an area, thus creating darkness or projecting a cone of darkness. It can also create sounds, usually to make a crime in a crowded city, and finally can produce waves that blast through trash or temporarily disable police hover drones by throwing them to the ground.

[45] Power Raygun – One Handed
Modes- Blaster/Heat, Intensified Heat

This weapon fires short duration beams of heavy heat energy. It straddles the line between heat rays and blasting shots. As it is used, it can pour the internal heat sink as well as its power into a greater and more focused beam of heat energy- the beam becomes extremely destructive akin to Disintegration, but reducing anything to it naturally from its intense heat projection.

[46] Invader's Clapper – Two Handed
Modes- Blaster, Stun, Special Projection

This weapon is used by advanced races to invade and capture planets and bases of lesser races. Beyond its normal blasting and stun functions, it can also use a projector to create a “slow burn” function. The projection can create transparent walls, manacles, or cages of energy which can either burn things that try to pass through them or remain solid for a short period of time. The projection costs a massive amount of batteries, but is a self-contained system once created and lasts for a few hours.

[47] Second Opinion – One Handed
Modes- Stun, Levitron, Heat, Sound & Detection

This is a medic weapon. Beyond lacking lethal methods of defense on its own, it has a 'sedative' function as a stun. It can also levitate objects to get easy access to patients, heat to cauterize wounds, and sound/detection function to take field x-rays and ultrasounds of patients bodies. Extremely valuable and useful for field work, this 'weapon' is well sought after.

[48] Tribesman's Fire – Two Handed
Modes- Heat, Sound, Projection, Light

Painted, with a bone handle. This weapon can by splayed open to create a “false” fire, the illusion of flickering flames with the exposed core providing the heat of a fire. It can also emit a heat or light beam to stun or injure pray, but the damage to the front of the weapon from stones indicate it was heavily abused and may have lost several features before being turned into an advanced weapon belonging to a simple people.

[49] Booster Dynamics – Two Handed
Modes- Blaster, Enhanced Blaster, Wave, Advanced Wave, Recharging Function

This weapon is charged with a long handled crank along the side, which neatly folds against the weapon when not needed. This crank requires an exploration turn of charging to fire a single shot in the battery, and is therefore not very efficient, but can be charged before any regular shot to increase it's power by a much more effective degree. Improved shots have +1 damage on a hit, the blast striking with more force and heat. This power can also be used with its wave of pressure function to allow the wave to deal 1d4 damage to creatures even above water from the bone-cracking force.

[50] Asmon's Assembler – One Handed
Modes- Heat, Advanced Levitron, Scrambler, Signal

This assembler is a weapon with a vitally important and useful function; repair. Its levitation device can force parts back together, the heat function can laser weld metals and singe plastics back into shape. This does require a data stream in real time to keep up with the repairs, of which the signal function lets it pick up any of the low-grade frequencies some advanced objects constantly emit to aid with repairs back to factory settings. As with all pieces of technology, the power to create is similar to the power to destroy, and as such this can also create scrambling white noise to both reboot machines as well as disable them for a short time for more destructive or nefarious purposes.