Monday, October 15, 2018

4 Elementally Challenged Undead

Dry-Vine Skeleton (1+2 HD, +2 AC, 1d6+1 rusted sword, vine entangles on hit, immune to arrows, takes only 1 damage from spears, weak to fire)
Numbers- 2d6+2 in places overgrown by nature, 1d6 everywhere else

The Dry-Vine skeletons are animated by necromantic energies and magic, but are primarily animated by the dead and dried out vines entangled through their bones. This gives them more structure and speed then normal skeletal undead, as well as advanced strength. Also, whenever they successful hit a target, the target must save or be entangled in vines, which take a round to cut themselves out of or they cannot move or attack for the next turn.

As with all skeletons, they are not hurt by arrows or spears, as they have no organs or flesh to stab. Blunt weapons are required to effectively fight skeletons. Unlike normal skeletons though, the vines help hold these ones together, meaning a simple bash on the head with a club usually isn't enough to scatter their bones across the crypt.

However; these skeletons are weak to fire. Any fire damage at all ignites their vines, dealing 1d6 fire damage against them each round; once their vines are burned away the skeletons fall apart from losing all structure. The Dry-Vine skeletons naturally fear fire, as much as an undead can fear anything, and a confident priest can use a torch or lit candle as a substitute for a holy symbol.

Dust Wraith (2 HD, +4 to hit, 1d4 damage touch, save or level drain, Ethereal, blown away by wind)
Numbers- 1 or 2 in a closed dusted casket, 1d6+1 everywhere else

Dust Wraiths appear as ghostly wraiths animated as clouds of dust. The dust that make up their bodies are the dust from old human graves and the dust of crypts; as such their features are vague as they are probably reanimated from the dust of several dead humans and animals, lacking any sort of personality or resemblance to their living past self.

The Wraiths can float and touch people to deal damage; the life draining energy can cause characters to have their levels drained. Whenever you are hit by a wraith, take the 1d4 damage roll and drain a level if you fail a save. The save is either unmodified or modified by save vs death.

As they are made of dust; treat their AC is 20 vs nonmagic weapons, giving a very low chance to harm them without magical weapons or spells. The dust that makes up their bodies can be easily blown away by the wind or flow of air; as such the dust wraiths only appear in the deepest levels of a catacomb and fear the open spaces of the surface. If you use something like a palm fronds, billows, or hand fan you deal 1d6 damage against them each round if you try to blow them away. Spells that create winds or blast of air kill them instantly, their dust scattered back to the floor of the tomb.

Lotion Zombie (3 HD, +4 AC, 1d6 flabby slaps, easy to smell, sliding motion, water weakness)
Numbers- 1d8 in a loft, 1d3 everywhere else

Loton Zombies appear as regular, bloated zombies with extremely smooth skin. Their whole skin has a pale white thin cream or lard spread across it, which gives them an unusual and distinct smell; doesn't smell like rotting flesh, so it makes them easy to pick out in a crypt. This makes getting surprised by them impossible, along with their wet slapping feet and constant blubbering groans.

Because of both their fat, smooth skin, and unusually powerful method of animation, lotion zombies are very hard to kill. Many attacks may just slide right off their skin from how slippery their lard is. In the same vein, the lotion zombies can slide across the ground, especially smooth tile, very easily. If at a full run and stopped by a warrior's shield or spear, the zombie might just be able to slip underneath to attack the backline. They can build to great speeds if marching downhill, and will deal 1d4 damage plus bowl anyone over who stands in their way.

Lotion Zombies have a weakness; water. Any amount of water splashed on their skin washes away the lotion, and unanimates that area of their body. If their hand is dipped or splashed with water, then it falls limp and instantly begins to rot, losing its power. A bucket full of water deals 2d6 damage to the zombie, and being submerged in water or being put out in the rain will end their animation. Because only very fresh bodies can be animated by the magic cream, once a zombie is washed off it can't be used again as a lotion zombie.

Clay Mask Mummy (1 HD, +2 AC, +2 to hit, 1d8 old weapons, magic shield blocks 1d8 magic damage each round, cunning, fragile)
Numbers- 1d4 in sealed tomb, 1 anywhere else

Clay Mask mummies are specially preserved undead, retaining almost all of their intelligence and skill after death through special preservation methods. However, their entire body is covered by a clay covering to preserve their flesh, especially their face, and they have become so brittle as any physical damage could kill them. Despite being quite powerful, they only use a single hit die for HP, and physical attacks that normally wouldn't do much damage, such an unarmed punch or an improvised weapon, do a minimum of 1d6 damage again them. Any weapon that deals less then 1d4 damage, like a sling or dagger, does 1d6 damage against them as well.

The Clay Mask mummies sit in sealed rooms to avoid all potential damage from animals or other undead; as well as to meditate on the nature of their powers. Clay Mask mummies also carry a magic hide shield that grants them +1 AC and absorbs the first 1d8 magic damage they take each round. This is rolled when the first spell or attack that hits them deals magic damage, and lets them absorb that much of it and all further attacks.

While very fragile, they are also very cunning and prefer to use the dungeon environment or ranged weapons to fight. Some may also carry around a magic scroll that can rot flesh or drain levels, and use that before leading intruders into larger hoards of lesser undead.

Friday, October 12, 2018

50 Terrible Knowledges

[1] Perfectly formed in your mind is the schematics and practical construction of a specific device. The device is a large table where you strap down a member of a mortal race; your mind also easily envisions how to adjust the machine for each race common in the setting, and the machine will sever all their limbs, scoop out much of their insides, and insert inside them a series of pipes and tubes along with hollow mechanical arms to allow liquid to flow through and control their every action and motion.

You have no knowledge of what specific liquid allows for the total body control or suspends the life of the being so they do not die from the machine, nor do you know what other liquids may do if added, unless you experimented to find out. Your morality has not changed, but this design is clear.

[2] You now know that every single insect in the world was born after being given a strict set of instructions by someone. Every one of them has a specific destiny and knows exactly when they will be born, eat, mate, and die unless disrupted by a thinking being. Despite not having the intelligence or personality to use this knowledge. You don't know who or what does this, and you don't know what purpose it could possibly serve.

[3] Roll a random elder god. They owe you a very minor favor, equivalent to a spell. Once you collect this favor, you then owe it a very, very large favor, equivalent to a life taken. Due to the nature of these things, you cannot simply refuse their favor to cancel out your end of it.

[4] You know the specific number, relative heights, and angle and position of metal cymbals to place outside of someone's window when it rains. If they sleep through the noise, or can hear it for more then 3 hours, it drives them totally fucking insane, permanently. Saving throw can be made at the start of each hour if the character is aware of the cymbal's power.

[5] There is a specific combination of clothes, accessories, makeup, and body language you could employ to seduce a holy virgin archpriest or priestess with little effort. Their religious rites and magic powers depend on their virginity, and many people would lose faith if you took it. This power doesn't confer any Charisma bonus, nor does it work on anyone else, just this holy and respected person- the knowledge lays bare in your mind.

[6] By aligning a few hundred stones in the woods in the proper way, and painting the trunks of some of the trees blue, you know how to call a Childeater to inhabit that place.

Childeater (4 HD, +4 to hit, -1 AC, 2 attacks at 1d8 suction cups, senses kids)
Morale- 8 vs adults
Numbers- One

Gaunt pale beast with blue skin; has two tentacle arms with suction cups arms with membranes that stretch at the end that capture and digest things trapped within. Makes no sound.

[7] You know the exact location of the ruined Church of Blue Flame. Everything it burned was to create holy ash- but was turned over by a cruel, heretical lord when the Church refused to pay his fees. Once a sanctuary, now its crumbling basement holds the souls of those suffocated and buried alive in piles of ash. You also know why the trapped spirits within cannot harm you alone.

[8] You learn a horrendous torture you can perform on young horses. Once complete, one of the horse's severed hooves will become painted with gold, and scrapping off the paint will earn you a few gold. The torture method is so bad that the horse suffers enough to make it into a ghost that haunts its stable, despite just being an animal.

[9] You can carve a strange sluice for water in solid stone along with a wheel made of specific materials to create a machine that endless empties and fills its own fountain. The unlimited energy machine corrupts the water and land around it; animals grow fat and starved at the same time, and the water itself turns crops it waters into little black eggs for various horrible pests.

[10] You see something that makes your heart stop beating. You are still alive, but will never “detect” as a living thing ever again; becoming invisible to some spells and creatures.

[11] You learn a secret word. This word can be used as a substitute for secret magic words that activate magic items, or as passwords for magic locks, this word allowing you to bypass them as though you knew the actual passcode. However, you also know every time you speak this secret word out loud, an innocent person you will never meet spontaneously combusts and burns to death in front of their loved ones.

[12] By wrapping them up in a series of blankets folded in a special order, you know how to make a pregnant cat give birth to a single two headed kitten with gigantism. You are 90% certain that this same technique could work on a human.

[13] You know who writes all the plays, and you know how much suffering is caused by giving them even a single copper coin.

[14] You can identify any normal mushroom by sight and smell, and heal 1 HP if you eat and find the rarest and most deadliest mushrooms; their poison has no effect on you. Spores of mushroom based creatures also don't effect you either. If your skull is split open after you die; people will find mold-like spots growing on your brain.

[15] You fear something deep below. Merciful sleep washes over you every time you are submerged in cold water. You float instead of sinking and cannot be harmed or drown in this state. Once you return to dry land you wake up.

[16] You have a compulsion to collect and gather some seemingly worthless trinkets. You have little control over this, and must make a save to avoid stabbing someone who tries to take them from you or keep you away from them. The next solar eclipse; you can gather the trinkets to create a beam that brings down a star being, which blesses you and heals all injuries and suffering to those who receive her gentle touch.

[17] You know what happens when you die, and because of it, you desperately seek immortality. +2 against all death saving throws and you live an extra 10 years of natural life span, clinging on.

[18] By aligning silver coins on strings and forcing someone in a chair to watch them for a day, you can force the most sociopathic, empathy-lacking person to suddenly grow a conscious. They will have to decompress and remember, feel, and regret every single bad thing they've done without caring and will be unable to do anything else for a time.

[19] The God of War is an imposter. He killed the last god of war in his sleep. You know what mountain range the old god is buried; you don't know what would happen if you tried to find him, or wake him back up.

[20] Pistons made of brass and tin can be used to hammer impurities out of gems; the impurity being that the gemstones are really eggs for some long, long dead race of beings. Each one is a little different, has a little spell tied into their very being, and a little maniacal.

[21] As long as you can fit your hands around it; you can grip the body of any snake or serpent and using a special grip and motion in your hands, cleanly push out the organs and flesh while keeping the skin, eyes, and fangs lifelessly in your hands. The fleshy lump pushed out is the snake, which suffers immense pain and dies, blinded and defanged, within a few minutes. Intelligent and monstrous snakes seem to hate you most of all, even if they don't know this ability, and an intelligent snake or a snake of 3 HD or higher gets a saving throw to avoid your hands of death.

[22] You know how to extract the gland in a nursing woman's brain that forges a lifelong connection between her and child. This process is fatal the mother. If injected into any creature, they could imprint on whoever you wish; feeling protective instincts of them as though they were their own child.

[23] You know how to stalk and kill a tiger while it sleeps. If you do this, you must wear its skin and act out three days in its life. You receive +1 to your stealth rolls for the rest of your life when you wear that tiger skin, as long as you do not kill anything else and prove to the tiger skin that you are not a born killer like it thought.

[24] Whenever you are crawling in a small, enclosed space or tunnel, you have a 1 in 6 chance to sense anything that is crawling towards you, if it knows of you or not. Whenever you sleep in a cage or jail cell, a rat crawls out of your mouth and runs outside; tries to get eaten by a falcon.

[25] To you, the relationship between animals and their types is much, much different then to normal people. If you were to perform a surgery on an animal, feed it, train it, or butcher you can do techniques that would work on its “actual” ancestors that defy logic but function. Horses are actually closely related to wolves, and can be trained to sic people and feel no fear, for example. Doing this causes the animals you interact with to shift into unnatural forms between these unusual genetic cousins.

[26] There are eight stars in the sky that you refuse to name, and all constellations and navigational methods that use those stars are totally off limits. Once per adventure, you can point up to the night sky and cause panic in mortals like Turn Undead. Every time you do this, one of these stars winks out, like a weight is lifted.

[27] By presenting a bloody femur that was extracted from a body that died less then an hour ago; you can use it as a holy symbol and get +1 to turn undead rolls. The undead shirk and whimper from it, as though reminding them of an even lesser existence.

[28] If you are starving to death, you can “bake” dust into little pies and stave off death. This does not you from taking penalties and damage to your stats due to the starvation, simply keeps you alive on a bitter, awful diet.

[29] Whenever a creature is summoned near you, you always smirk because you know that the spell caster is never the one that decides what gets sent, even if they choose when they cast the spell. You get +2 damage against summoned beings with all attacks, spells, and other effects.

[30] You know the name and how to show respect to the mother of grubs. If you incant her name on an altar and cut off one of your fingers, she'll grant you a magic grub that can halt any poison or disease for an entire day. Does not cure.

[31] You know a method to remove tattoos from skin. It requires straining and digging in soil and loam and permanently makes that land infertile and barren. The area of land required to remove a tattoo is 10,000x the surface area of skin.

[32] You become extremely adept at creating furniture, clothing, utensils, and other items out of the body parts of members of your own race.

[33] You know the truth about the importance of skin coverings, and how to changes how other beings view the mortal races. You wouldn't be caught dead unless at least 90% of your outfit is made of leather from harmless species and especially pathetic, gormless individual creatures. You get +1 AC as long as you wear no other armor then this outfit.

[34] No matter what you eat or how sick you become, you will only ever vomit once again in your entire life. You can do so at will; and the resulting red bile will deal 2d6+ Con modifier acidic damage to anyone or anything.

[35] You now know what terrible beast causes all men and beasts to sleep, and how much it enriches that beast. It is hard for you to sleep, but nobody can ever sneak up to you and kill you in your sleep, nor are you effected by the Sleep spell.

[36] You gained supernatural skills of mediation and consoling. You can start a willing, desperate person with no one else to turn to on the Sixth Steps of Hope; and once begun on the path, one stage will be completed within each year or faster until all Sixth stages are complete. The path cannot be stopped, and the person will require your guidance or will advance at the slowest rate.

The 1st step grants religious piety and devotion, suspending curses and divine punishments sent against that person. The 2nd step teaches dedication, allowing the person to gain either +10% XP or gain another HD after finishing some training, or whichever is more fitting. The 3rd step teaches love and lust, which grants the person +1 to their Charisma modifier. The 4th step removes vanity and physical greed, allowing the person to gain XP for donation/willing give up their treasure or wealth for charity. The 5th step teaches hope for the future, and grants +1 to all saving throws and to hit modifiers for attacks. Finally, the 6th step of reunion comes and goes in a day; where the person lays down, refuses to move, blesses everyone they see, and dies when night falls.

[37] By carving and polishing two black stones, you can use bread dough and rare mineral oils to form a lump. When the eyes are inserted, the lump becomes a creature that looks like a child of whatever species the dough was shaped as. If a human child is created, most people will feel the same need to protect it, or if its an animal child then most animals of its type will want to protect and kill it depending on their nature. Regardless of its type, it smells delicious to monsters and outsider beings. After it takes 1 hit point of damage or after 1 day, the dough turns back into useless mush and the eyes dissolve into black smoke.

[38] You know just where and how deep to cut to perform ritual bloodletting. Each cut deals 1d4 hit point damage but restores 1 point of a damaged attribute. If anyone else tries to copy your technique they will deal 1d6+1 damage to the patient instead with no benefit.

[39] You know a confounding riddle that could stump always anyone; though you don't know the answer. Telling this to someone who craves riddles and games will stump them, unless they are very old or very powerful. If anyone ever tells you the answer, you die.

[40] There's a passenger inside your head. They watch everything you do, and feel everything you feel, but can't speak in any way you can understand. After 1d4 years, the passenger will return to the other realm with its findings, but deposit in your mind some chilling logical observations and simple truths that would terrify most normal people. You gain Intelligence equal to the years the passenger watched you, permanently.

[41] If you deal at least 6 damage to an enemy on a single attack, you can store a single drop of their blood in a vial. Over a year it turns into a deep red crystal, which you can use to conjure glowing lights underneath your skin by crushing the gem with your thumb. The lights either grant effects like the Light spell, or force a morale check against animals and beings closely aligned with the forces of Nature or Neutrality.

[42] You have knowledge of a mechanical schematic made of metal strong enough to bear the strain with springs and straps. When placed on the back of an animal; it snaps the animal's body into an upright, standing position and lets them walk like a man. After a few days of awkwardness, the animal can move similar to a man, and gains more dexterity in their paws/claws/arms to be similar to a servant that cannot speak. Other animals are fearful of and cry out in pain when they see a strapped animal. If you could find metal strong enough, there is no limit to how large an animal you could strap. Dogs and horses are best for this, since you can train them easily and repress most of their destructive instincts.

[43] By strengthening your neck muscles and controlling your breathing; you can put yourself in a state of false death when you are strangled to death or your neck is broken from being hung. You can be awoken in a few days and are helpless until someone wakes you up. Make sure to have friends to dig you up after you're buried, since everyone will sense you as being dead.

[44] You know when the sweetness in the air is really rotting flesh, and can smell any corpse up to half a mile away as long as it's in the stage of decomposition where it starts to smell.

[45] You've learned math; techniques to crunch numbers, carry the one, and move money around. You can get +10% money on loans or taxes you take out, but each year you do this there is a 1 in 6 chance one person you collect from finds out you're messing with the numbers and starts an angry mob to try and kill you. Even if you tried to teach this to somebody else, they just can't get the numbers to work the way you can.

[46] You can create a powerful, tasteless, colorless poison using rare materials and by giving up one level to infuse the brew with magic. Anyone who drinks the elixir, even if mixed with something else, will slowly have their bones becoming weaker until they can't move without snapping their own limbs and ribs. They die within 1d6+2 dies without help.

[47] You know the health benefits and secret methods to cut open people that match your race, gender, and general size and shape and steal their pancreas from them. Stealing them, storing them in jars, and later surgically implanting them into yourself will greatly improve your lifespan and health. Each time you do this, you can reroll all of your HD and take it as your new hit point total if its higher then your old one. If you take at least 4 pancreases into yourself, you can speed up your body once a day and perform two actions or attacks in one round. You cannot cast two spells in a round, as your tongue gets all twisted up trying to speak spells that fast.

[48] You can throw objects at a strange angle that increases the distance far beyond what is sensible to your species or level of strength and agility. The object “catches the air” and just hangs at a certain altitude, not falling until much further along then it normally could. This applies to ranged weapon projectiles and throwing weapons as well.

The thrown projectiles make a high pitched squealing noise as they move through the air, and anyone who is a cannibal or human eating monsters hear wonderful music instead of a whistle.

[49] You can take a step behind a shadowy corner, ask everyone to turn around, or throw up a cloud of smoke and suddenly disappear. You can then reappear where someone can see you, stepping out from behind a new corner or from a shadowy place. You can even reappear in places you couldn't normal reach; such as reappearing on the other end of a small chasm.

Every time you use this power, you appear 1d8 years older or lose 1d4 Dexterity permanently, whichever is worse.

[50] You've learned how to see. Truly see. Whenever attacked by or accosted by an invisible creature, spell, object, or trap you get a saving throw to see it. Whenever you encounter a creature with a gaze attack, you get no penalty to attacking it without looking at it directly; there are plenty of clues. But 1 in every 20 people you see has a thing growing on them, curled around them. You know they're corrupted inside and can't be trusted, but you don't know how to fix them.

Thursday, October 11, 2018

6 Bullshit Fantasy "Technologies"

[1] Ice Crystal Array
Built into the snow-fortress and frozen snow walls; complex arrays of permafrost ice crystals arranged to allow their resonance to manipulate pure ice and snow. Pulling or rotating the crystals, or inserting them into empty slots, controls temperature in the room and even weather outside by manipulating the carefully aligned system of ice and cold. Even a weak hit with a blunt weapon or if a character wearing metal armor is shoved into it the crystals shatter and the entire contraption fails spectacularly as shards of crystal and frozen water fall from the ceiling.

[2] Bubble Channelers
Giant coral domes with weird 'pipes' and mounds built into it in the ocean. Channel water currents and create oxygen bubbles in little circular chambers that can help humans breathe underwater, if desired. Blowing on the pipes can channel bubbles and air in great currents; bubbles blasts that can act as defensive platforms that can capsize ships or knock away Merdragons.

[3] Ligament Mecha
By chewing up and spitting out ligaments and tendons from their victims; cannibal apes and spit and stick them into “joints” of wooden and stone war machines. These joints are kept moist by sacrifices of blood from forest creatures and human victims; and kept fed by the same blood. They are stroked with different reeds and brushes to give them a sense of touch, and are then led by the apes who ride around on the sloppily animated war golems; needing constant blood as their fuel.

[4] Dwarven Glasswork
Create invisible walkways and bridges across long chasms as an extra line of defense against invaders, as well as invisible spikes in pits. They're not actually invisible, they are just glass that has been cut in such a way that you can only see the cut lines and edges of the piece from a single, very specific angle. Usually, this is marked by a dwarf ancestor or God's statue; line up your eyes level to his and at just the right angle you will see the craftsmenship of the dwarves.

[5] Asuerian Balance
Ancient civilization named Asuer. With great religion based on men balancing on poles for their whole lives and gods of balance and harmony to create a strong society. Principles incorperated into their work and architecture; found methods to perfectly balance even huge objects, slowly remove the base until they float in the air with nothing supporting them. The object will regain gravity and crash into the ground if another force hits it that would move it or nudge it normally; jumping on a floating platform while wearing too heavy armor, for example. Most are made of thick stone so would need a strong force to knock them down. Have even tougher structures that are supported and can't be knocked down nearly as easily; entire castles suspended over a chasm on a single reed.

[6] Replaying Pots
Pots that were spun with small fibers with religious chants and magic spells spoken; the vibrations of the voices and sounds were then trapped within the pot's grooves, and can be released by spinning the pot with a needle and amplifying the sound through a funnel, conch shell, horse skull, etc. Spells played back have some amount of magic; you could both learn a spell and might also accidentally be cast on the spinning wheel, releasing magical energies into the present day. You could also use a pot with a hidden groove to store and hide a hidden message.

Tuesday, October 9, 2018

Garden Car Chase Rules + Hotrod Generator

Car Chase Rules
Both cars roll a 1d6. The car with the better roll advances that many units ahead. Either car can choose to roll again and take the higher of the rolls, but on a doubles they take a minor complication or damage from the evasive maneuver, and take a chip. If you get 3 chips, your car crashes. This distance between the values of the cars is the negative modifier for shooting rolls; the farther you are the harder it is to shoot the enemy. If you see something like a ramp, closed back alley, or huge tanker truck you can try to slide under it and perform a stunt. This lets you roll a third 1d6 and take the highest of all three dice+1, but if you get 3 matches at once you instantly crash.

Some cars get different sized dice. Most average hovercars are 1d6, but a shitty food truck or cobbled together cheap junker has a 1d4. Muscle cars get 1d8, and are used by gangs specifically to beat other cars and have an advantage on the road. Really advanced, luxury sports cars might get 1d10, but the cost for basic repairs, even for scratches, is triple the normal cost.

Garden Hotrod Generator
Every car in Garden is hand crafted out of old parts and powered by the electric grid. They always float a little bit even when they are parked, unless if their battery is fulled drained. Car shops have special ports to lock them in place to perform maintenance on the potentially dangerous antigravity engines. Areas between the city bureaus and in the wilderness won't have as many power stations for refilling. Power is free; you just need an outlet or throw some coils over a nearby power line. (Don't do this).

To generate a Hotrod, roll once per category.

Visible Electric Engine Block – 1d8
[1] Tesla coil. Sparks everywhere when the car revs to max speed.
[2] Capsule shaped lava lamp, agitates as car revs up. Breaking it sprays horrible molten shit.
[3] Industrial Capacitor.
[4] Jars of bright blue glowing goop. Unusual material used as a battery/power source.
[5] Plasma Lamp. Colors change. If shot, explodes as a small bomb.
[6] Screen of tiny light bulbs. Light up as an arrow; gets brighter as the car accelerates.
[7] Massive cluster of wires and cables.
[8] Huge solonoid in the shape of a big electric eel, curled like a viper poised to strike.

General Shape – 1d8
[1] Boxy, well fitted together, clearly scrapped from larger, non-vehicle scrapmetal shell.
[2] Smooth, aerodynamic. Chassis clearly comes from a remodeled off-world vehicle.
[3] Steel cage structure. Metal plates act as shields along the sides. Scrapyard built.
[4] Totally seamless egg-shaped vessel. Still has windows, curves flush with surface. Advanced.
[5] Flat bottom with “dome” shaped compartment on top. Easy to get in and out of.
[6] Hovers low to the ground, convertible. Kind of tacky.
[7] Large internal space; cabin bloats over the antigrav engines like a muffin top. Family sedan.
[8] Truck. If truck bed is detached, the front end could hover just on its forward floaters.

Interior – 1d8
[1] Half filled with water/some liquid. Comfortable for an aquatic/amphibious species that uses it.
[2] Everything is covered in a thick layer of luxurious fur.
[3] Almost everything has been ripped out to reduce weight and increase speed. Plastic chairs.
[4] Locking compartments across every wall; filled with tools, snacks, ammo, etc. Not labeled.
[5] Backseat is converted into a shrine for some alien deity, or to the sun itself.
[6] Big ass turret (2d10) takes up most of the internal space; can pivot to shoot out any window.
[7] No steering wheel; front seat is centered and uses various levers and joysticks to drive.
[8] Weird sliding spring-locks to create seats and space as needed. If you get in a crash, somebody is for sure getting impaled or trapped in the deadly tangled metal.

Extra Modification – 1d8
[1] Has a single wheel that can be lowered if engines get weak, but won't support it alone.
[2] Steel carrying cage on the back; holds equipment or captured people.
[3] Ramps. Handicap accessible.
[4] Door open upwards; make metallic hiss and fog comes out when you open them.
[5] Sides and back can extend to make very small mobile home.
[6] Gunroof. Like a sun-roof, but everyone uses it to shoot at people so its called a gunroof.
[7] Spikes and blades along the front and sides for vehicle combat.
[8] One of those stupid fucking testicle hitches. But it's for an alien species so the organ is just indescribably weird and you'd never guess by looking at it.

Hood Ornament – 1d8
[1] Snowglobe, depicts some tiny town from some alien world nobody ever heard of. Nostalgic.
[2] Tin pistol, angled up and forward. No internal parts.
[3] Spiraled horn, like a unicorn.
[4] Just a little pedestal. The actual ornament got torn off a long time ago.
[5] Fake glass gem; huge and red.
[6] Another light, turns on with headlights. Practical.
[7] Alien creature. Tastefully nude.
[8] Handcrank. Must be turned constantly to let the car hover 1 inch off the ground. Just helpful enough to get back to the charging station.

Sunday, October 7, 2018

Zombie Apocalypse d6 Generator

Time Period of Apocalypse
[1] Few days before it begins. Shadowy rumors of weird cannibal murders.
[2] The night where it goes down. Have to kill your neighbors.
[3] One week after. Government holdouts still active, trying to create safe zones.
[4] Full collapse. Lawless wasteland. Tiny survivor groups try their best to survive.
[5] Years later. Nature overtaking the cities. Many survivors born after the fall.
[6] Reclamation. Zombies only exist as boogeymen in “haunted” places, new societies growing.

Technology & Resources
[1] The gas and water have kept running- survivors manufacture their own weapons.
[2] Propane and fossil fuels are extracted commonly. Cars are pretty common, travel along roads.
[3] Most infrastructure is destroyed; all parts must be scavenged, canned food is usually eaten cold.
[4] Only one or two groups of scientists left trying to cure the plague. Getting guns is a challenge.
[5] Almost all resources and food was destroyed during the plague; nature's bounty must provide.
[6] The world is a wasteland. Zombie virus killing off plants and animals; fresh water is rare.

Survivor Groups
[1] Small family units, roaming the world and creating strongholds.
[2] Groups of gangs prowl to steal or enslave anyone who can't fight them off.
[3] Live on communes and the wilderness- use a pony express deliver mail.
[4] Organized along the road to a safe or better place; most sell or trade, some steal.
[5] Tons of prepper loners in basements and crazies- they're all that survive this long.
[6] Large, complete neighborhoods organize search parties and scavenging missions.

The Infection
[1] Zombies release spores; spending more then 15 minutes breathing spores at once will turn you.
[2] Everyone is already infected; everyone turns 6 hours after death from any cause.
[3] Can turn any large carnivore & omnivore mammals; zombie wolves, pigs, bears, and dogs.
[4] Zombies bite once, then release. You turn within a minute.
[5] All zombie fluids can cause infection; 1 in 4 chance after getting bitten, scratched, or spit on.
[6] If you get bit, you'll turn into a zombie in 3 days. Amputate limb immediately; 50% chance to stop the infection. You'll turn even if you were killed afterwards; must destroy brain to stop this.

Zombie Aggression & Hunting Zombies
[1] Survivors often capture zombies to fight them in pits for fun. Buckets on head will blind them.
[2] Few scattered walkers aren't scary at all; just smash and move on. Hoards are dangerous.
[3] Zombies instinctively gather in groups and are attracted to noise. Gunshots may attract more.
[4] Zombies flood in at the sight of movement, but don't get trapped.
[5] Survivors leave out traps and bait for zombies; set up diversions so they can safely pass areas.
[6] Zombies have seeming 6th sense to find survivors. Speaking above a whisper can get you killed.

Special Infected Type Frequency
[1] None. All undead are basically the same.
[2] There's exactly one; patient zero. Different from other zombies somehow.
[3] One type; rare. Usually in the center of zombie hoards.
[4] A few kinds; come from uncommon humans who were turned (pregnant, morbidly obese, etc.)
[5] Common. Zombies mutate all the time, even randomly. Evolution in death.
[6] The rule, not the exception. Every zombie is a little unique; Necromorph style body horror.

Zombies Quirk
[1] Zombies very sensitive to smell. Dump out bottles of perfume to make a decoy; bathe often.
[2] Driven by hunger, mostly. Well fed zombies will watch you just pass by, but don't get too close.
[3] Zombies occasionally pick up weapons to use. Cannot operate firearms.
[4] Seem to follow “leader” zombies; usually special infected or the biggest, strongest undead. Zombies will become confused and aimless if leader is killed for a few minutes afterwards.
[5] Creepy remnants of humanity. May repeat actions or try to enter buildings they knew in life. Zombie stares at a faded billboard showing a smiling family. Sometimes; they knock.
[6] They puke, sweat, and gather in damp places. Prefer to keep their skin as moist as possible. Float facedown in pools; still capable of jumping up and attacking you.

Saturday, October 6, 2018

10 Arrow Traps

For this list; assume all traps are either a single arrow at 1d6 or a volley of smaller darts or flechettes that deal equal up to a single arrow in damage unless otherwise stated. All traps save to avoid all damage, with thieves getting their appropriate bonus.

[1] Black Tar Arrows. All blood spilled from this trap becomes nasty black tar. It drips on the ground and is sticky, meaning you can trapped in front of the arrow hall and get pelted again and again. If any arrow head or projectile is fully lodged into your skin on a maximum damage roll; take 1d4 Dexterity damage from the black tar sticking to your veins and slowing you down.

[2] Seeking Arrows. If you fail the save; the arrows that come from trap are homing. The first arrow will strike and “mark” you. Every exploration turn, another arrow will be spawned . They “see” in darkness but can only see straight ahead as a creature would, and tend to stay near the ceiling to float around to find the marked person. They may travel in swarms and alert other seeking arrows by tapping on the wall when they find their mark. They will continue to spawn until that person is dead, or if they hadn't been found in 3 days. Once the deed is done, the arrows fall to the ground lifeless.

[3] Spirit Arrow. Glowing green arrow that hits the magical aura of a person, instead of their body. Destroys an open spell slot or random prepared spell of the highest level possible. Roll 1d6- that's the highest level spell slot it can destroy. Spell slots destroyed this way are lost for good and can only be restored with powerful magic or advanced magical relic. Classes with some innate magical powers but no spell slots lose the advantage of their ability for the rest of the adventure instead.

[4] Slow-burn Poison arrows. If you are hit, save vs poison or take 1d4 poison damage per turn for 6 turns. You can cancel this early with an antidote or magic spell. If this poison kills you, you fall to the ground with scorch marks and a foul smell as though you were just cooked alive. Make a wandering monster check from the corpse after 1 turn of giving off the scent.

[5] Wig Arrow. If you are struck with this arrow, your natural hair falls out and is replaced with an ugly wig. The wig is cursed and glued to your head and will take either a full day with a barber or you take 1d4 damage to pull it out. As long as you wear the wig, you have -1 to all reaction penalties. There is also a 1 in 10 chance that a tiny poison spider (1d4 poison damage) will take up nesting in your wig after sleeping for a night. Races with full body fur or hair coverings just have their head shaved and have the gaudy wig instead.

[6] Flying Swordsmen Arrows. Also called 'Wuxia' arrows. Appear as little wind up tin men with swords dressed in a chain robe and move in short, hopping, mechanical movements. They have 1 hit point and 18 AC; they make an attack each round and deal 1d4 damage on a hit.

[7] Feeder arrows. Anyone struck by an arrow only takes 1 damage, but has a strange urge to fight big monsters. When fighting anything large enough to swallow or eat the creature; they'll have to make a save each round when fighting in melee to avoid the urge to jump into the creature's mouth. Even if they follow the urge; they can still attack from within the creature or tactically defend themselves besides wanting to be eaten. Set up by dungeon residents to feed the big monsters automatically.

[8] Rubber darts. The tiny sharp darts fired from this device bounce off the walls; everyone along the hallway has to make a save to try and avoid or take 1d6 damage.

[9] Horsebane arrow. Deals normal damage in the form of blunt damage, and the arrowhead is shaped like a horse's hoof. Horses you ride will sicken, and if ridden for more then a day will die. To make it more obvious, make the horse uncomfortable around the person and shake off their touch, sensing the negative magic. This can be cured by paying for and caring for a lame horse- as long as you care for it, the curse is suspended, and when it dies of natural causes you will be free from the curse.

[10] Starving arrow. When the arrow hits the target, the target takes the 1d6 damage and also feels as though they haven't eaten for that many days AND that many rations/flasks they are carrying are destroyed. If this arrow kills someone, their body shrivel up to appear as though they had been exposed to a harsh desert sun and withered away.

Monday, October 1, 2018

Rules for Puzzles

These are not player puzzles. These are puzzles the characters are trying to solve.

Rules for Puzzles
Puzzles always come in the form of small boxes, orbs, mechanical toys, and similar easy-to-stow items that a character can pull out during downtime to tinker and try to solve it. While everyone else is busy repairing their armor, binding their wounds, preparing spells, and so on, you're busy playing with a little box in the middle of the dungeon. During downtime, it is presumed your character only gets three attempts to solve the puzzle between sessions unless a very long time has passed; your day job, important affairs, and time to blow all that ill gotten loot gets in the way.

Random Puzzle Difficulties
Roll 1d6
[1] Child's Puzzle – 3 Difficulty
[2] Simple Puzzle 5 Difficulty
[3] Challenging Puzzle – 7 Difficulty
[4] Hard Puzzle – 9 Difficulty; 25% chance of curse if cheated
[5] Bewildering Puzzle – 12 Difficulty; 50% chance of curse if cheated
[6] Confounding Puzzle 14 Difficulty; 100% chance of curse if cheated

The difficulty of a puzzle is how high on a 1d6 you have to roll in order to solve the puzzle using a single exploration turn. Add your Intelligence modifier to this roll whenever you do it. You can also try to figure out the mechanisms or mechanics of the puzzle through shaking the puzzle, tapping it, examining it closely, etc. Roll 2d6 + Wisdom modifier vs difficulty of puzzle. If you succeed on this roll, lower the puzzle's difficulty by -1 from now on. You can do this again, but at -2 to the roll each time, until you fail and can no longer gleam any information from your acute senses. Rogue characters get to add their Skill check bonus to the progress roll of a puzzle, and their stealth bonus to their wisdom modifier for the sake of figuring out the puzzle before trying to solve it.

If on your solving roll your result was 6 or higher, but you still did not solve the puzzle, then you get a +1 on your next solving roll, this is called progress. You have to roll another 6+ on the next solving roll without the progress bonus in order to get yet another +1 to the progress bonus for your next solving roll. If you fail to maintain progress, you lose it as you get stuck. When you finally roll high enough to solve the puzzle; it opens. Due to how this system operates, a dumb character may never be able to finish a puzzle of a higher difficulty on their own.

For puzzles cheating refers to characters using tools, magic, or brute strength to force open the puzzle.

Rewards for Finishing a Puzzle
Roll 1d8 when you open a puzzle that was at least Hard in difficulty.
[1] The inside of the puzzle is scrawled with a first level spell.
[2] There is a gold coin. Worth normal 1 GP, or 5 GP to a scholar who recognizes its markings.
[3] The puzzle was a real brain teaser; roll a d20. If you exceed the character's Int, gain +1 Int.
[4] One mechanism inside the puzzle can be removed and used as a lockpick with +1 to its rolls.
[5] Puzzle has a secret code word within. If used with a reaction check; grants +1 to mechanically inclined individuals or monsters who go around the dungeons and build/repair the traps.
[6] Tiny white moth flies out of the opened puzzle. The next time the character is lost or trapped, the moth will appear and lead the way or land on the secret brick that can open the cell door, etc.
[7] The puzzle contained several white marbles. By placing them in your mouth, you get +2 to the next reaction check. The creatures that you had the reaction check with become unfriendly as soon as the character with the marbles in his mouth speaks or casts a spell. Works only once.
[8] The opened puzzle gives off a constant pale blue mist. By swirling your finger, humming, or demanding a dance; the mist forms in the shape of an alluring female of the race of the puzzle maker. The phantasm does a slow, sultry dance and anyone who witnesses it will restore 1d4 Charisma damage. This effect only works on a person once.

Curses for Cheating a Puzzle
Roll 1d8 – You still receive the reward for finishing the puzzle in addition to the curse.
[1] Your fingers go numb and lock up; take 1d6 Dexterity damage.
[2] Venomous spider nesting in the device. Save vs poison or take 2d6 poison damage.
[3] Red hot branding iron shoots out from device; save or be branded with a 'cheater' rune on hand.
[4] Loud splitting noise echoes from device; make a wandering monster check. If outside of the dungeon; you get complaints from the neighbors and spooks horses.
[5] Some arcane mechanism activates; turning most of the puzzle into lead. It still functions as normal, but now weighs 2 load units despite its size.
[6] Your forehead slops forward, you grow hair, and you grunt a lot more. As if to insult your brutish ways; the box has cursed you to look like a caveman. It fades after 2d6 days.
[7] The box steals your voice. It gets one difficulty easier- but you have to open it to speak/cast spells. You can also just smash it open, but your voice “cracks” and you take -1d6 damage.
[8] The top 1d6 items of your inventory are suddenly bound and chained; locked with another puzzle! To use the items, you have to solve a Hard Puzzle per item to unlock it. If you try to cheat and get a curse for one of these; the item is obliterated instead.

Random Puzzle Generator
Roll 1d6 for a puzzle difficulty, then 1d20 for this list.

[1] Book & Papers. Shaped like a book, bound up with interior weights and little paper shackles. You can easily rip this apart with your bare hands if you wanted; but would count as cheating.

[2] Dwarven slide puzzle. Uses stone cylinders that slide according to an internal system. Trying to push the stones by hand is almost impossible unless you're very strong; you're encouraged to use hammers to push the cylinders.

[3] Elvish animal box. Little carved animal heads atop little carved trees. Have to “create a path for the lion” through the forest despite there not being a lion head visible when you start.

[4] Hiding dolls. Like Russian dolls within dolls; but each one can only be opened in a specific, convoluted way. Need tweezers or really small fingers to get the last one.

[5] Sword puzzle. Looks like a little metal sword with locks all down the flat of the blade; with little clicking levers down the edges and a knob for a handle you can turn. Specific combination separates blade from hollow handle. If used as a weapon, deals only 1 damage on a hit but has a 50% chance to reduce difficulty by -1 each time. Doesn't count as cheating, for some reason.

[6] Cloth bundle. Loops upon loops of knotted up fabric napkins, with a nice solid lump in the center where the prize is supposed to be. Requires untying many knots or just cutting it open to cheat.

[7] Cat puzzle. Shaped like a sitting housecat made of greenish metal, requires petting and scratching it in the right places- the tail acts as a level to open the compartment once it's finished. In addition to the prize, also drops a little toy mouse that magnetically attracts to the cat's mouth.

[8] Ancient steppe pyramid puzzle. Impossible to solve unless you know advanced algebra.

[9] Portrait puzzle. Manipulate knobs on the side of the “painting” to subtly change details. Depicts a Queen. The correct position is a quizzical smile, a silver choker around her neck, while stormclouds roll in. Reference to a famous historical figure.

[10] Orc bone puzzle. Have to shift a bone to a very specific position to let a ball bearing inside fall into the correct slot, then shake to open the chamber. No curse for breaking this, as long as you use your bare hands without tools, since strength is a reward by itself.

[11] Bell puzzle. Four bells of different sizes and sounds arranged in a cross shape; the sound of the bells means nothing. The actual mechanism is based on the knockers inside.

[12] Monument puzzle. Shaped like a large, famous monument within the setting's greatest and most historic city. The puzzle components within actually hint at the dungeon's layout beneath the great monument in the real world.

[13] The puzzle has a wind up switch and must be solved under a minute. Even if you know how to solve it, you need a Dexterity of +1 or better to move your hands quick enough. Blocking the turnkey to stop it from resetting the puzzle works, but counts as cheating.

[14] Prism puzzle. Requires direct sunlight, or a number of very bright torches, to align the crystal array that the puzzle uses- you can't finish this puzzle in a dark old dungeon or study.

[15] Chariot. This puzzle has mechnical parts inside the wheels and must be dragged across the ground at a certain speed on one of the puzzle's steps. The chariot can also be used as a wind up toy once opened along with its normal reward.

[16] Werewolf puzzle. Changes a roughly humanoid shaped figure into a wolf-shaped figure. Wolf head opens up to reveal prize.

[17] Four rings puzzle. Four rings bound together in a strange configuration; the method to unlocking them is quite special. The prize is conjured with a poof once the rings are separated.

[18] Maze box. The inside of this box has a maze like structure, part of the puzzle may be to figure out where to guide a tiny ball within to the right maze exit. This box can trap a spirit of up to 3 HD under the right ritual preperations, as the maze keeps it lost and unable to break free.

[19] Trickster God's puzzle. Inscribed with a name or symbol of a trickster God. Roll a saving throw when the puzzle is completed; if you fail, the puzzle starts back over with 0 progress as the final switch is actually a clever trick that resets the whole thing. You don't fall for it a second time.

[20] Crystal Cube. Cube made of carved crystal squares that rotate to solve the puzzle's mechanism. Each time you turn a side, it glows a little bit, and turning them faster increases the glow. You can sacrifice all of your progress to keep turning the cube and use the cube as a Light spell for one turn.