Sunday, October 6, 2019

Dark Lord Generator

Art @chasestone
Dark Lord Generator
Armor & Color - 1d6
[1] Red cape, with black plate armor.
[2] Yellow robes, flowing, no lesser metals touch his skin.
[3] Green cloak, concealing twisting hazel and bone.
[4] Blue tabard, a fake smile, splints of steel.
[5] Orange turban, scalemail built for riding and ruling.
[6] Purple Ascot, air of nobility, brigandine spotted with stains.

Dark Motif – 1d10
[1] Skulls.
[2] Swords.
[3] All Seeing Eye
[4] Hands, especially severed.
[5] Scenes of Hell; great masses thrown into pits of fire, demonic gargoyles
[6] Spiders or Snakes.
[7] Three interlocking chains.
[8] Hippogriff, Manticore, or Sphinx.
[9] Wolf or Boar.
[10] Tiger or Goat.

Quirk of Appearance - 1d8
[1] Soulless Eyes
[2] Unusual skin tone; not native to this land.
[3] Horns, tail, pig snout, or other inhuman trait.
[4] Gaunt and skeletal. No loss of might.
[5] Symmetrical scars, hauntingly beautiful.
[6] Piercings everywhere, walking art.
[7] Disfigurement. Missing 1d2 limbs, barely alive, and yet filled with unnatural vigor.
[8] Obese.

Method of Movement - 1d6
[1] Levitation, or flies on black wings.
[2] Carried on a Palanquin, by slaves.
[3] On a throne on the back of a huge beast
[4] On a great extending staff, floating disc, flying carpet, pestle, or other magical device.
[5] Horseback, on a black stallion that snorts fire.
[6] On foot, like any great conqueror should be.

Method of Killing - 1d10
[1] Great mace, each swing sends multiple men flying.
[2] Unholy life-stealing sword.
[3] Dark Sorcery; dark mists that choke, skeletal hands reaching from the nether.
[4] Arrows of death, with a great white bow which penetrates steel.
[5] Inhuman Strength. Fingers pierce helmets and brains, kicks rupture bodies from groin to neck.
[6] Elemental Magic. Great gouts of fire or spears of ice.
[7] Transforms himself into a great stomping beast, a massive snake, or a hoard of rats.
[8] Martial skill and an enchanted spear. Charges into enemy armies without fear.
[9] Great flails or burning whip.
[10] Doesn't fight and carries no weapons, except for a hidden poison blade.

His Right Hand - 1d10
[1] Great Skeletal Dragon
[2] Succubus, bound by twisted love instead of demonic contract
[3] Giant, clad in impenetrable magic armor.
[4] Huge Dire Wolf, sword in mouth optional
[5] Sexy Medusa
[6] Grim Reaper, with a giant flaming scythe. May or may not be THE grim reaper.
[7] Servile goblin, abused by his master. Will betray him for revenge at the last moment.
[8] A particularly bloodthirsty mercenary; with no moral compass.
[9] Angel; bound with black chains and stabbed with many devil swords. The blinding helmet of reverse alignment could be knocked off to free her.
[10] Honorable black knight. Still has a soul, but will not betray their master.

The Dark Army - 1d10
[1] Orcs, Goblins, Trolls, and the usual monstrous rabble.
[2] Barbarian tribes, united under a lie.
[3] Undead- Skeletons and Zombies, mindless hoards.
[4] Cultists and slave warriors- blood rituals bind and enslave the unwilling into service.
[5] Demons of every shade and rank. Infighting is only stopped through superior force.
[6] Dark Elves, corrupted and beautiful.
[7] Beastmen from the woods and swamps, wanting to take the fertile land for themselves.
[8] Army of Clockwork machines, or mass produced golems.
[9] Mercenaries, serfs, freed prisoners. Lowborns promised land and title.
[10] Insectoid people, bred and produced in great hives, the queen held hostage.

Plot for Power - 1d8
[1] Ancient Magic Ritual. Requires mass sacrifice to achieve an incredible spell.
[2] Ascension. Usurp a God, or steal one's essence to become one himself.
[3] Military. Divide and conquer, his army is more powerful then any other.
[4] Political. Spies and diplomats lower the defenses of the free people, his army at the gates.
[5] Arcane Knowledge. Searches lands for magic tomes, learning unspeakable secrets.
[6] Summoning. Call forth the Old Gods, either to serve or because they pull the strings.
[7] Obelisks. Building monuments to their evil, they can see through each, they will know all.
[8] Glory. They will be the most known and feared named in history. The reward is eternal.

The One Hope - 1d10
[1] Chosen One, who will rise to greatness.
[2] Being shown love and compassion.
[3] Being slain in their sleep or with poison.
[4] Their own hubris and overconfidence. Challenge them to a duel and be a greater warrior.
[5] Time. They are getting older and slower, one day all things die.
[6] Their heart is locked in a box, buried at sea. Find it and stab it, end their reign.
[7] They are already destined to die; at the foot of a mountain. Make the prophecy come true.
[8] The Gods, if they would act.
[9] The People, if they would set aside their differences.
[10] The Magic Sword, if only it could be found.

EDIT: Somebody made an online generator for this post. Thanks!

Wednesday, October 2, 2019

30 Methods of Bewitchment

30 Methods of Bewitchment
[1] Wooden Nickle. Only works on people who accept coin for goods and services. You must get them to accept a fake coin made of wood and paint, either mixed in with other coins or individually. As long as they have the coin, they are under your spell. They can only get rid of the coin by getting someone else to accept it for trade- the coin always returns if burnt or thrown away.

[2] Elf-Touched. Only works on those who have never met an Elf before, and you must be an Elf or at least Half-Elf. The first time they see you their breath is taken away, a mix of fear and delight, and you must touch them. This spell continues until they are snapped out of it by someone who has killed an Elf, or by someone who is an Elf of an older age.

[3] Razor Stones. The person must cut their feet on your stones, which you then keep. Sometimes, Witches steal their shoes and set up these rocks outside their home to go get them again, other times they are tricked into doing it for a performance. The spell lasts until they have their feet burned on hot coals or get some perfectly fit shoes. The new shoes must be able to last them the rest of their life- the magic untangles if such fine cobblery touches their soles.

[4] The Book of Names. This spell requires a conjured spirit or demon, or the illusion of such, offering the victim to sign their name in the book. If the victim does so, they are promised wealth, power, or eternal life in exchange for their soul. Witches can trick people into signing their name under their control instead of a demon, or demons sometimes loan the names of local or prominent individuals to Witches since they'll collect both souls when they die anyway. As long as you have this person's signature in the book of names they cannot be uncursed, only a powerful Priest can restore the person's soul or slaying the Witch can free them from the Book.

[5] Biting the Cord. This spell only works on babies; the Witch must bite off the umbilical cord from the baby to mother when it is born. Upon that baby's 17th Birthday, they can become entranced at the Witch's will, which lasts as long as the Witch wants. This spell is broken if the mother or anyone present at the birth tells the child that their cord was bitten by the Witch, or if the person has a child of their own.

[6] Envy. The Witch must make the person envious of them. Either through expensive clothes, a beautiful wife or husband, or some other method of creating jealously targeted at the person. Then, the Witch must make eye contact to drill the thoughts into their brain. After doing this three times, the person becomes bewitched. This method of bewitchment creates a feeling of jealousy, defeat, and anger instead of love or fascination, but the mechanical effects are the same.

[7] Sickness. The Witch must intentionally get someone sick, either by transferring a sickness they have, infecting a blanket or potion with sickness and getting the person sick through it, or by some other method that doesn't involve a magic curse. This method of Bewitchment works by the Witch tending to and caring for the person who has magically fallen ill. The fake treatments and sugar pills of the Witch don't help cure the sickness, only making it worse or making the person more bedridden. The person cannot be snapped out of it unless actually cured, or if someone proves the witch was the one who made them sick. In this situation, the Witch's magic will fade and the person will get better instantly, realizing they had been poisoned by the evil witch.

[8] The Magic Well. The Witch must force or trick someone into going down a well, and once they are down there the magic kicks in. The person relies on the Witch to bring them all food or clothing, and starts to respect and even love the Witch for it; Stockholm syndrome meaning they won't even try to escape the well. This power ends the moment the person is dragged up from the well.

[9] The Pet. This method only works for Witches who can turn into animals. If you can turn into an animal, such as a black cat or sheep, you can corrupt the mind of the owner of that animal by making them slowly obsess over and care for it. This spell only works on loners and those who do not have attachments to people as strongly as their animals, and only works as long as the victim doesn't know the Witch is actually their beloved pet.

[10] The Witch makes magic dolls, fashioned after their victims. By taking a lock of their hair, scraps of their clothes, and fashioning them into a doll and writing their name on it they can magically bind the person's will to them, Bewitching them until the doll is destroyed.

[11] The Magic Candles. This requires using the person's body parts of oils from their skin to make candles, and then burning those candles. The Bewitchment is more powerful then normal, but only works while the candle is being burned and only lasts a few hours in total time before the candle is melted away to nothing.

[12] Eye Drops. The Witch entrances a person by dripping special eye drops into their eyes, either when their sleeping or when restrained. They “see” the world as the Witch wishes, thus Bewitching them. As an additional effect, this power means the Witch can appear invisible to the person with the drops in their eyes at will. This spell ends if the person is blindfolded and relies on their other senses, or if their eyes are washed out with holy or magic spring water.

[13] The Ritual. This spell requires a powerful magical ritual, but can be done to even the most wily and resistant of foes. The person must be tied down and have their body eviscerated; their intestines are pulled out by magic tongs and replaced with slithering garden snakes. The person is then sown up and the Witch gains power over them. The only way to fix them is to have them swallow alive a snake more powerful and dangerous then the ones they were injected with (it eats them in their guts; takes a few days of painful stomach cramps), or by slaying the Witch.

[14] The Foul Gift. The Witch must not be suspected by the person who receives the gift, nor must they know the Witch has magical powers. The gift must always be a living or once living thing; such as a small pet or a vase of beautiful flowers. Over time, the person becomes more and more bewitched until fully entranced by the Witch as the gift rots and spoils. To them, the pet bird is just as pretty and sings the same, and the flowers are still fresh, but to anyone who enters their home and sees the gift it is rotten and putrid. To break the curse one can prove that the gift is spoiled, or prove that other gifts given by the Witch have also spoiled and been proven as fakes.

[15] The Hidden Idol. This spell only works if the Witch has secretly altered or helped build a house or castle. Within, the Witch must hide a Pagan idol to their forest gods- hidden in a secret room or within a loose brick in the fireplace. The people living in the home can be bewitched by the spellcaster, but the spell ends if the secret is found.

[16] Cursed Quest. This spell involves the Witch intentionally sending someone to get an item that is not useful, or is cursed to begin with. Once the person finds the item such as in a dungeon or monster lair and touches it, they get a save vs magic to realize they had been duped. If they fail the save, they claim the item and become Bewitched, no longer remembering that they had to return the item but simply keep it and obey the Witch's normal powers of Bewitchment. If the item was already cursed and known to the Witch before, then the person may also suffer the effects of the item's curse in addition to be ensorcelled. Once the item is removed or a Remove Curse spell is cast on them, they'll also be freed from the Witch's spell.

[17] The Plot of Land. This spell requires a severed finger from the victim, which cannot be too far decayed. While the victim has lost a finger, they can still be enamored by the Witch if she buries it in her herb garden and cares for it as a newgrown sprout. Each day it must be watered, parasites picked off, compost and fertilizer used, and so on. The finger remains sticking out of the ground in the garden, visible to anyone who is looked around for it. The person whose finger is removed in this way is bound to the Witch until the garden is destroyed or the finger uprooted. It is also said that certain powerful resurrection spells are used along with this method; those Bewitched for long enough may kill themselves in service to the Witch, and the Witch can pull on this finger to raise out the full body of the person, who comes back to life as a garden-grown servitor. It is also said this being is mostly as the original but even more deeply controlled; and will now die if the Witch is killed, but it is the only way to free them from their fate.

[18] Witch Bath. Once again, the Witch must be faking their profession as a bath maid or nurse healer. The victim must willingly lay in the bath and be cleaned by the Witch, and she will sing soothing songs even as she dumps the ice cold water on them over and over. By the time the bath is over, the victim will be chilly and clean and ensorcelled by the Witch, but always have a shiver from the cold magical bath. The way to break them free of this spell is to warm them up by a fire, even by force.

[19] Dark Nightmare. This more direct method of Bewitching someone requires a powerful dark magic spell to be cast on them multiple times so they have terrible nightmares that night. The nightmares feel as though they are being tortured, chased, and humiliated for days across the span of a single night. Each night, the victim gets a saving throw vs magic to resist. Once they failed 3 nights total of saving throws, they are ensorcelled. Those targeted by this spell can put up dream catchers, sleep with loved ones, take sedatives, and seek the aide of spirit and dream healers to avoid being taken over by the Witch even if they don't know the source of the Nightmares.

[20] The Charm. This spell requires a ring, amulet, or fanciful charm to be worn by the victim. As long as they keep wearing the charm over the course of one season, their mind slowly becomes warped to serve the Witch. This spell can be broken by stealing the charm from them, but charms gifted from Witches tend to have protective or cursed magic on them that zaps those who try to remove it.

[21] The Black Ivy. Magical ivy and weeds grown around a person's house, which must be planted by the Witch or her familiar. The weeds grow slowly but after a few days if they aren't noticed or warded against they will grow all over the house, budding flowers inside the house and releasing choking spores. As long as the people who live in the house keep breathing the spores and keep living in the ivy they will be corrupted by it, Bewitched by the Sorceress. If they are taken away from the flowers for even a few minutes the fresh air will clear their head and they'll break free of the trance.

[22] Piper's Song. The Witch lures people by the sound of the song. This Bewitchment is temporary, and only lasts for as long as the song does. If the people are lured by the music and become lost in the wilderness or a part of the city they couldn't easily find their way back from, they also gain a -2 to saves vs the Witch's next spell cast upon them.

[23] The Sweetest Ale. This magical method is quite gross, and requires the Witch to consistently pee within the well, pot, or barrels of the target. Over the next few days, the person has to brew and drink ale made with the Witch's pee, and this process is further accelerated by adding in berries or sweeteners grown from bushes that the witch fertilized with their own droppings. Despite the brewing and cooking process destroying all of the sicknesses that could be spread this way, and the feces far removed, the symbolic nature of feeding a being your waste enthralls them to the Witch's will; it places them is a cosmically lower state of being and humiliation. This spell can be countered by forcing the Witch to eat waste of the enthralled beings, which is why it is a common punishment for witchcraft.

[24] Vulture's Circle. This Bewitching method requires the Witch to already have either a functioning broomstick or the ability to fly to begin within. The Witch must spend several days at sundown flying, cackling, or otherwise making themselves noticeable over a victim's house. The victim within will slowly become Bewitched by the Witch, but everyone else who doesn't live there and sees the witch will become suspicious and obviously furious with the display of magic, especially once the victim begins to show signs of being controlled.

[25] Freed From Sin. The Witch must disguise themselves as a priest or nun. During confessional or religious rituals, the Witch pretends to offer religious guidance and spiritual succor, but must slowly corrupt and twist the mind of the person in question. Characters with a high Wisdom (+1 modifier) or who are very well versed in religion may realize that the lessons and advice being given isn't right.

[26] Witch Spit. This method requires the witch to spit in the face of the victim, after the Witch has chewed several herbs and kept them in her mouth for this moment. The victim will not seek retaliation against the spit, and will instead become bound to the Witch. This curse ends if someone else punishes the witch's rude behavior OR if the victim is slapped across the face to 'snap them out of it'.

[27] The Beautiful Dance. The Witch must be wearing an appropriate outfit, such as a veil and jewelry, and has a 1 in 6 chance to entrance anyone watching. This can increase by +1 for having a Dexterity modifier of +1 or better, as well as having a Charisma modifier of +1 or higher. This spell doesn't work if the person watching knows the witch is trying to entice them.

[28] Newly Weds. This requires the Witch to steal the wedding ring from a person, and cast spells and glamours and pretend to be the newly wed bride or husband. Then, the spouse must not be too suspicious; after the first night the married person will become convinced that their spouse is who they are, regardless of any evidence to the contrary, and will become more open to suggestion spells and aggressive if their spouse demands it. The way to break this curse is to steal the wedding ring off the affected person's finger, or rescue the real spouse. In some situations, the real spouse will be dead and replaced by the witch, and returning the remains is enough to break the curse. The person will look over the corpse or skeleton and just 'know'.

[29] The Twisted Machine. In this scenario, the Witch must be a technician or assistant to an inventor or noble who owns a machine set for a specific purpose. The Witch will slowly warp the machine, changing its function, making it all about control instead. Once the machine is on and changed, the victim will be ensorcelled by the Witch and unable to see their true colors- the machine can even be made useless but will always be twisted in some way, such as requiring human blood as lubricant or giving off a deathly shriek every night but the victim simply ignoring it and hearing it as music instead. If the machine is destroyed and dismantled, this will break the curse.

[30] The Black Spot. This is a magical spot that appears on a person's hand when they are cursed; the Witch does not have to cause the curse. Anyone with a black spot tends to seek magical aide to have it cured, as it is a serious bad omen and having a black spot often invites others to shun or violently beat anyone with the spot. Witches who take those with the black spot under their wing can find among them wealthy patrons, new apprentices, and sometimes hapless fools that are easily swayed by magic; forcing them to obey the Witch's commands in the hopes of being treated.

Tuesday, October 1, 2019

Magic Rat Myth & Rat Mutation Table

It is said that in the old days, when man still walked and had barely mastered fire, that magic was still kept away from him. The Gods did not want mankind's hubris to reach that of the elves, and as such magic and witchcraft was kept a secret. It was also at this time when the noble rat; intelligent, social, curious, and kindly was a creature loved by all animals in the Kingdom of Nature.

Seeing mankind's struggles in the dirt and briers, the kindly rat used its guile and small size to sneak past the guards of heaven and steal the secrets of magic from the Gods. They then took these secrets to man, and taught them to him. The rats, along with two other animals (ravens & cats), taught men how to hide, how to lie, and how to be silent to keep this knowledge secret.

As punishment, the Gods sent their creations and followers after them. The God of Wilds made birds of prey swoop down on rats in the fields, The God of the Hearth made cats seek and pounce on rats, and the God of Poisons and Secrets, so easily thwarted by the Rat, sent his serpents to strangle and crush the life out of them. The noble rat had been reduced to simple prey. Even the God of Mankind changed the view humans had towards the creatures, making them thought to carry the plague (this is false, everyone knows plagues are caused by miasma) and for ladies to scream and stomp on the tiny animals. This is the reason rats, despite their qualities, are reviled and spurned among all creatures of the Earth, and why only magic users and witches seem to enjoy and keep close these tiny furry friends. (along with ravens and cats, all creatures associated with Witchcraft).

Additionally, the intertwining of the working of magic and rats mean that among the most common types of mutations caused by magic are ones relating to rats. Whenever you get a rat mutation, roll on the table below. If you roll the same result three times, you turn into a rat permanently.

Rat Mutation Table – 1d6
[1] Pervasive Stink. Your body produces a foul, musky odor unique to yourself. You get -1 to reaction checks if you do not wear perfume or if you haven't bathed today. If you get this a second time, your odor means you will always be at odds and will fight against any other magic user with their own odor, you have become a bit territorial, much like a rat.

[2] Rat Tail. Tiny vestigial tail appears just above your ass. It offers no benefits beyond being something you must hide. If you get this a second time, it elongates to several feet in length, becoming next to impossible to hide, but granting +1 to Climbing or Dexterity rolls if you have it out and trailing behind you and exposed to the wind. If someone cuts off this tail off, you lose -1d6 Dexterity permanently, but it does not grow back.

[3] Teeth. Your teeth start growing in your mouth, giving you an uncanny toothy smile. You need to constantly chew on things to keep them from growing too long. If you roll this a second time, your teeth begin to fall out and are replaced with rodent teeth; two long incisors and molars with a gap.

[4] Grooming. You must constantly be groomed or preen yourself. If you are ever dirty or otherwise unkept you get -1 to all saves vs magic and spellcasting rolls. You also start to produce prophyrin out of your eyes, which you must groom or you cannot see effectively each day. If you roll this a second time you start to grow a thin layer of fur around your chest, upper back, and belly and your neatness increases to a -2 to all magic rolls if you aren't fully groomed. You will need the help of others to keep your newly grown fur fully clear from lice or things caught within.

[5] Reproductive. Rats are known to have large litters, and your sexual urges increase. You will need to spend gold on a brothel or spend significant time with a lover every time you rest, or else you will become restless and aggressive, causing a -1 to all reaction checks. If you roll this a second time, whenever you have children they will always be a bit shorter then average but you'll have twins or triplets each time; many mouths to feed draining your wealth.

[6] Size. The first time you roll this, you lose -1d3 Strength permanently and become notably shorter. If you roll this again, lose another -1d3 Strength permanently, and your face and body has taken on a rather loathsome, ratlike apperance. You lose -1 to morale checks or saves vs supernatural fear. You also become afraid of cats, birds, and snakes.

Sunday, September 29, 2019

Dungeon Graffiti Generator

The Graffiti is... (Roll 1d8 per table)
Roll
...Written By
...Made with
...For
1
Goblinoid
Red Blood (Human)
Marking Territory
2
Troll
Colorful Blood (Monster)
Threats
3
Kobolds
Feces
Showcasing “Talent”
4
Gnolls
Scratches
Rite-of-Passage
5
Lizardmen
Acid Spit
Communication
6
Orcs
Slime
To Please Dark Gods
7
Bandits
Stolen Chalk
To Attract Mates
8
Something Else
Indescribable
Just for Fun

And the Graffiti depicts... (Roll 1d20)
[1] Fake exit or treasure trove, really leads to a trap or monster lair.
[2] The Great Green Devil Face from Tomb of Horrors.
[3] The Monster's face and claws or favorite weapon, terrifying the viewer.
[4] Some abstract design featuring right angles in a repeating pattern.
[5] Most sacred animal or monster to this culture, in the midst of flight or a battle.
[6] A great weapon, claw, or fist destroying a human castle in a single swipe.
[7] Nothing, it's just a few words written in a simple script set to the purpose.
[8] Runic Glyph. May have been copied from a Mage's book; too poorly drawn to activate.
[9] Lightning bolt from a cloud hitting a horse
[10] Several human stick-figures running from an imposing member of their species.
[11] Hint at the strongest monster in this dungeon
[12] Picture of poop with smell lines.
[13] Doodles of monsters, traps, weapons, armor, and treasure.
[14] A Dragon.
[15] The Monster's “Family Crest”
[16] Map of the surrounding 1d8+1 chambers. Traps marked with Xs. Very likely to be a trick, depending on the purpose of the graffiti.
[17] Name of the Monster's tribe, clan, or gang written down. Often written over the tags of a rival monster gang of a different species.
[18] Fake trap- such as little holes pretending to be arrows or fake spikes. Only looks convincing and in poor lighting, or if you were to run past it quickly. Comes with matching painted floor tiles.
[19] Primitive instructions on how to reset a nearby trap. Depending on the purpose of the drawing, it may be intentionally misleading and trigger the trap instead if followed exactly.
[20] Crude drawing of the monster raping an adventurer. If you've been here multiple times, it may look like one of the adventurers, at random. Equal chance of male or female adventurer.

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

Tuesday, September 24, 2019

Bloodthirsty Gladiator Generator

Bloodthirsty Gladiator Generator
This generator can be used to create arena champions, leaders of unscrupulous mercenaries, or an especially untrustworthy and violent Fighter-Hireling. Roll once for each category.

Age & Appearance – 1d8
[1] Way too young for this. Early teenager. Still in gangly awkward phase, still a killer.
[2] Young Adult. Clean cut, handsome, nice chin. Something about their eyes creeps you out.
[3] Adult. Long beard, looks unkempt. Gait of a wild animal.
[4] Indeterminate Age. Sunken in eyes, clearly scarred by this. Surprisingly thin for a gladiator.
[5] Impressive, herculean physique with a perfect tan.
[6] Graying at the edges. Clearly losing their speed, but makes up for it in skill and experience.
[7] Old timer. Wrinkled and spotted, has a thousand scars. Clearly looking to die to a worthy foe.
[8] It's a woman! She's middle aged; can pass as a man with bound breasts and cut hair.

Armor & Gear – 1d6
[1] Well fit, full body armor. Darkly painted. Likely they have a rich sponser, or a long career.
[2] Scavenged, piece by piece taken from enemies and arena fights. Bits fly off when you hit.
[3] Leather, tanned from human skin- Skull on helmet. Intimidation tactic.
[4] Simple black cloth clothes, silk tied around waist. Defends self with pure skill and speed.
[5] Titillating armor. Has the suggestion of armor while being revealing. Mostly for entertainment.
[6] Fights naked as much as possible. It “wouldn't be fair” otherwise.

Weapon & Fighting Style – 1d10
[1] Fencer's Sword. Reliable and practical. Has some amount of honor, at least in the ring.
[2] Shield + One Handed Weapons. Carries in a hammer, axe, and blade on belt just in case.
[3] Underarm Blade. 50% chance for using two at once. Sweeping motions draw blood; hit and run.
[4] Double Tipped Spear. Twirls with great speed, each end has a different use.
[5] Iron Cudgel. Hammered into the rough shape of a panting dog; its tongue breaks bones.
[6] Great Sword or Great Axe. Both hands swing it across the arena with reckless blows.
[7] Bow with one arrow. The arrow is attached with an unbreakable chain; prevents firing into crowd.
[8] Javelin with net. Classic gladiator setup; nets and stabs.
[9] Battlestaff. Uses a magic staff with a silver cap. Deals cold or lightning damage on a hit.
[10] Unusual. May use exotic weapons or special mystic martial arts.

Cheating Method – 1d10
[1] Drug opponent before match. Slow acting poisons or seizure-causing salts.
[2] Crowd favorite. Spared every time, sometimes a tomato is thrown into your eye.
[3] Spies give details on opponents weapons, armor, fighting style and stance.
[4] Bribed the arena coordinators. Lions released on your side of the field, “accidentally”.
[5] Their friend or lover in the stands; uses a pocket mirror to shine sunlight into your eyes.
[6] Unfair advantages to tweak gambling odds. Opponents worked, gets more sleep, better food.
[7] Just fights really dirty. Sand in the eyes, groin attacks, pulls down pants and doesn't relent.
[8] Backup weapon. Knife hidden in boot or helmet. Will fake surrender before going in.
[9] Prays to their dark god before each bout. It grants them power, but if they ever betray their deity it will cause one of their arms to explode into maggots and end their career pretty quick.
[10] Their armor is magnetically opposed to the opponent's weapon. Lodestones tied to your blades when you aren't looking; magnetism wears off after the match.

Their Favorite Part of Killing People – 1d12
[1] The warm spray of blood all over their body.
[2] Watching the light fade from your eyes.
[3] The horrified gasp of the audience. Each kill has to outdo the last.
[4] The boredom of it all. No difference to beheading a chicken for dinner. Finds mirth in fragility.
[5] Giving back to nature, and knowing they'll soon be next.
[6] Likes to play with dead bodies. This is just the fastest way to get a new toy.
[7] They don't like the killing as much as causing all that pain in such a short time.
[8] They don't like the killing as much as telling everyone they did.
[9] They don't like the killing as much as getting paid to do it.
[10] They don't like the killing as much as being the best at it.
[11] They don't really like killing very much at all. Seriously regrets life choices, or their birth.
[12] They imagine each foe as one of their slave masters, abusive parents, or old war mates. Often sees and hears things that aren't there; calls you by names you've never heard.

Sunday, September 22, 2019

UUUU- Super Hero Card Game Concept

This post is kind of silly. It's about an untested, unillustrated, untitled, and un-complete card game about super heroes. I've had the concept for this card game at least 5 to 10 years ago, and while it's not the most original thing in the world, I wanted to make a post about it to get it out of my head.

The Mission Board
In this game, both players play as super hero teams. Either competing teams, one player being more “hero” and one being more “villain”, or some other concept. Regardless, both players have a group of super heroes, gadgets, and other things as cards in their hands. In the middle of the board there is a small 'line' of missions. Each round, a new mission comes off the mission deck- and pushes them all by one space. If there is 5 missions already on the field, then the farthest mission ends and nobody gets the advantage for it. This basically gives each mission a soft time limit. Otherwise, each mission is pushed forward until the field is full.

Both players send their heroes in teams to defeat the missions. Each mission has 3 challenge ratings- they match the symbols on the player cards. These ratings are;

Travel- Represented by the Yellow Triangle. This is the level of how difficult it is to get to the mission. Only heroes with this number or higher for travelling can be sent to the mission, only they can “reach” the mission. For example, a drug den in a city would have a travel requirement of 1 where as a floating island of an evil mad scientist could be 5 or higher.

Scheme- Represented by the blue square. This indicates the complexity or intelligence needed to clear this mission. You need at least one hero with the necessary score to clear this mission. You can still send heroes to the mission to beat away your opponent and secure it for later, but they cannot make the mission “clear” and you cannot get the reward for it unless you have a hero with the score necessary to beat this mission. The mission may be something simple, like sending food shipments, which may have a score of 1 or 2. Some missions like disarming a nuclear bomb or decoding an alien transmission could have a 5 or 6 or higher.

Fighting- Represented by the red circle. This is the power level of the mission and the combat power you need to beat it. The total score of all your heroes fight must meet or exceed this score in order to secure this mission or complete it. You can send multiple weak heroes to accomplish this mission or one powerful one, either way works, as long as you have the score to defeat the defenses.

When two players send their heroes to a mission, they'd duke it out. The side with the highest combat gets to claim the mission space as their own; but only clears it if at least one hero has a high enough cleverness score. There could be a hidden betting mechanic with secondary fight cards or sacrificing gadgets to add their scores to the combat phase to let players not know the outcome until it happens, or it could be beneficial to let characters “lose” a combat phase so they can come back to their side of the board and be placed on new missions. Maybe heroes are stuck on a mission they are assigned to, and you can only “deploy” one per round to each mission? Maybe defeated heroes are knocked out for a round, unless the enemy has a “Killer” hero that knocks them out of the game permanently? Maybe the combat phase resolves before the other phases, meaning you could have all your smart heroes knocked out and then you cannot solve the mission?

Game Goal
The goal of the game is to complete missions. Each mission you complete is placed on your side of the field, and may also grant a reward. Completing a mission to stop the mad toymaker may let you play a single gadget for free, or a mission to stop a mind control scheme will let you “free” a hero from your deck. Depending on how morally gray the game could be, the missions could just be presented as generic installations and gaining the power and control over them is the only objective; you don't necessarily stop the death ray research, just capture it for yourself.

Additionally, to keep from snowballing, each mission completed may unlock new heroes to be played. Instead of mana or lands, the game's resource could just be based on “momentum”, and the limit of what kind of heroes and gadgets you can play may be limited by the total momentum of the highest score player. Thus, a person who is behind could start to make up lost ground since their powerful cards start to become online even if they're losing.

The game could feature a sort of time clock theme for its missions and cards. Like the “11th hour” is the final score resource- if one player has completed 11 missions then both players have their most powerful cards ready to go, since you need 12 to win. In this same way multiple genres and power levels of super heroes are represented. The first and second hour heroes are street level heroes- Kick Ass and Rorschach. The 10th and 11th hour heroes are heavy hitters- Justice League and Reality Warpers. Gives the game a nice ramp up, and in the fiction of the game it could represent the small actions of minor thugs and b-list heroes ramping up into global campaigns.

Card Mechanics
Cards may have a “Doom Clock” which is the score of the highest player in completing machines to be played. As for the actual mechancis of playing with the cards, I am unsure how to do it. Maybe you can only play one card a turn normally, but certain missions can let you play more then one? A valuable mission may be to let you play two gadgets a turn when you can normally only play one. Maybe you can play one of each card each turn; one gadget and one hero. There could also be a third kind of card. Special events? Modifiers added to missions that make them tougher or easier to mess with your opponents? Or does that fit better into gadgets? Do the heroes in your 'bench' count as a sort of pesudo space on the board, and certain cards could augment your “hideout”?

As for the physical cards itself, players could have their own decks of heroes and gadgets to play with, but standardized decks of “missions” would be sold and included in starter kits, and would be required to play to make a standard playing field. Two players could also agree to each make half of the mission cards each; and interesting concept from the physical side of the game would be to include a small white rectangle on each front of the mission cards so players can mark their name or colors on the mission cards to keep them apart. But once again, a standardized deck of mission cards is most suitable. Still, for tournament style play or Friday-Night Magic (but for this game instead of magic obviously); fun events could be had by switched up by changing the mission cards. Special event matches where every mission is really hard or really easy, etc.

Gadgets
Each gadget card may have a unique bonus to grant, perhaps a bonus to specific hero stats, granting or removing a special power, or protecting the hero from death or other status effects. Gadgets can be equipped to heroes, placed on missions, or whatever else the card says. They're more fit as the one time use expendable cards, where as Heroes are more your “creatures” or character cards.

Heroes
The Heroes are the meat of the game. Each hero card has 3 stats, their Travel potential, their Scheming or Cleverness or Intelligent- whatever the stat could be called, and finally their Power or combat power for a full name. Certain heroes are better at certain things obviously, there are objectively better heroes then others but they would have a higher clock requirement to be played, or have some negative power that makes them weaker in certain situations. From a design standpoint, certain combos emerge. Fit together high Intelligence characters along with strong heroes to act as bodyguards; have a few heroes with high traveling and the ability to bring along other heroes if they have that power to act as the designated drivers of the game, and so on.

Ever Hero has powers. Powers are the special abilities of each card and hero. Some ideas for powers I've had in the past were-
Transporter- This hero can transport one hero along with them; using the Travel power of this hero over the transport power of the other hero.
Carrier- Can 'take along' as many heroes as you want, using the travel level of this hero. (better version of transporter)
Killer- When this hero is part of a winning team in a mission, they can kill one enemy hero with the lowest combat score(?)
Tinkerer- This hero gets +1 to their Scheme score for each gadget equipped to them.
Invulnerable- This hero cannot be killed.
Weakness- This hero is killed if an enemy is equipped with a magic stone item (kryptonite?)
Specialist- Hero gains X bonus to each stat if sent to a specific mission. For example, a Stealth+1 specialist may get +1 travel, +1 scheme, and +1 combat power if sent to a stealth mission.
Freeze- Given to ice or time control themed heroes. Win or lose, any enemy hero sent against this one is “knocked out” for one turn, benching them.
Sidekick- Can be attached to a Hero with a higher "Doom Clock" value as a piece of equipment.
Other- As varied and strange as superpowers could be. Could include counters, summoning disposable minions, "stealing" or suppressing the powers of other heroes, etc.