Wednesday, June 13, 2018

The Alphabet of Outer Beings - G is for Geas

Image Source: https://www.deviantart.com/art/Cu-Chulainn-145162388

G is for Geas

A geas (sometime geis, plural geasa) is a vow or taboo requiring, or prohibiting, a certain behavior. A geas can be a societal or supernatural and the consequences of breaking such a geas will vary greatly depending on the source. The breaking of a societal geas can result in dishonor for being rude, or ma y even result in imprisonment as though a law was broken. The breaking of a supernatural geas can result in spiritual or physical weakness, or any number of other potential effects. Below are several options for supernatural geasa and the ramification of breaking them. These may be gained via a powerful Curse spell, at the hand of a powerful witch, wizard, or other magic users, or even be the result of an angry god or dealings with the lords and ladies of the fae.

Table G1: Type of Geas (roll 1d8 & 1d6 then continue to Table G2)
The oath-bound is ...
  1. ... prohibited from consuming the flesh of ...
    1. Dogs
    2. Chickens
    3. Fish
    4. Goats
    5. Cows
    6. Sheep
  2. ...  required to repay ...
    1. all debts
    2. any slight or insult
    3. kindness
    4. violence
    5. gifts
    6. fines
  3. ... prohibited from lying to ...
    1. Children
    2. Women
    3. Siblings
    4. Witches
    5. Royalty
    6. Virgins
  4. ... required to accept ... 
    1. offered hospitality
    2. offers of surrender
    3. all gifts
    4. the first offer (cannot bargain)
    5. their fate (may not re-roll dice, and the character cannot try to change prophesied events)
    6. legal judgements
  5. ... prohibited from fighting with ...
    1. Thrown weapons
    2. Swords
    3. Maces
    4. Clubs
    5. Knives
    6. Bows
  6. ... is required to ...
    1. observe celestial events (solstices, eclipses, etc.) with appropriate rituals
    2. tithe 3d3x10% of their income to their lord or deity
    3. follow all orders from those of higher station
    4. introduce themselves with their true name 
    5. remain silent unless they pay somebody to listen
    6. accept all challenges laid upon them
  7. ... prohibited from consuming ...
    1. Alcohol
    2. Sweets
    3. Caffine
    4. Eggs
    5. Preserved foods (e.g. salted, canned, etc)
    6. Mushrooms
  8. ... prohibited from entering a home without ...
    1. gaining permission from the owner
    2. wiping your feet
    3. offering a gift
    4. removing headgear
    5. removing one's weapons
    6. washing one's hands
Table G2: Effects of a Broken Geas (roll 2d6 + Luck Modifier)
All effects are permanent unless otherwise noted or the character undergoes a lengthy process to make restitution for breaking the geas. The oathbound will generally have some idea of the strength of the geas that has been laid upon them.
  1. (or lower) Instant Death! No save. 
  2. Crippling weakness! The oathbound suffers permanent 2d6 Stamina damage, and 1d6 Strength and Agility damage.
  3. Weakness! The oathbound suffers permanent 1d6 Stamina damage.
  4. Major Curse! The oathbound suffers a permanent penalty of -2d3 to all rolls. 
  5. Minor Curse! The oathbound suffers a permanent penalty of -1d4 to all rolls. 
  6. Fate's Torment! The oathbound becomes an immortal pox upon his very race. Forevermore those he meets will be struck with bad luck, and only by removing themselves from the society will they be able to prevent their curse from targeting others. They are cursed to live forever alone. 
  7. Fate's Target! The oathbound is fated to die by the whims of fate. Every day there will be a minimum of 2d4 times when the character will need to escape death's grasp. This can take any form, from a ship sinking, to an attack of brigands, a rival's assassin, or slipping in the bath. 
  8. Amnesia! The world forgets you entirely! The oathbound is wiped from the minds of every person who ever knew them except deities and the person or being that laid the geas upon them. They may no longer call upon bank accounts, lands, titles, or the like. Favors owed to them are no longer remembered and those to whom they owed favors are inexplicably hostile
  9. Transformation! Over the course of the next month the character slowly and painfully transforms into an animal, losing their sentience and intelligence last. 
  10. Destitution! The oathbound loses everything they owned. Weapons and armor break, money or valuables are immediately lost or stolen. Lands are lost or become worthless. The oathbound is reduced to a penniless pauper. The geas remains in place and the oathbound will suffer this result every time they break the geas. 
  11. Major Bad luck - The oathbound automatically fail their next 2d4 rolls, or takes the minimum result. The geas remains in place and the oathbound will suffer this result every time they break the geas. 
  12. Minor Bad luck - The oathbound automatically fail their next 1d3 rolls, or takes the minimum result. The geas remains in place and the oathbound will suffer this result every time they break the geas. 
  13. (or greater) The character is struck unconscious for 1d3 hours. The geas remains in place and the oathbound will suffer this result every time they break the geas. 

Wednesday, June 6, 2018

Nuts & Bolts #151 - Mutant Crawl Classics Scavenging Table



Scavenging is a big part of post-apocalyptic life. Since going into a hex crawl with my game I have been wondering how to deal with that at the table since I may have to determine what kinds of useful items may be found within a randomly found ruin. I decided to do a little work up front and create a scavenging table. 

For each turn spent scavenging/exploring within a given area the character rolls 3 dice as determined below, and adds their luck modifier (meaning low luck = penalty on roll). Characters with the gatherer starting occupation may add +1 to their roll. The total is compared to the chart.
  • Location Type / Die size
  • Wilderness area / d3
  • Looted ruin / d4
  • Un-looted ruin / d5
  • Looted structure /d6
  • Un-looted structure / d8
If an entry requires additional rolls the character's luck modifier is added (or subtracted) from ALL subsequent rolls!! For artifacts, roll 1d8 (adding the searcher's luck mod) and consult below:
  • 1-4 - Has the lowest power source type with half charge (or roll to determine # of charges)
  • 5-6 -Has the lowest power source type, but is fully charged
  • 7-8 - Has the 2nd best power source type and is approximately half charged (or roll as appropriate)
  • 9 - Has the 2nd best power source type and is fully charged
  • 10 - Has the best power source type (usually unlimited use)

A note on trade value: The MCC book gives item values in creds within Table 1-4 (page 18). In my game this is purely to put reference around barter value (on average) and does not equate to any kind of standard currency or economy. Your mileage may vary, but regardless the values of some goods will be higher, or lower, to certain people. Scrap will be more likely to have value to a craftsperson (craftsmutant?) than a gatherer or healer. 
  1. (or lower) Nothing but a location appropriate creature (75% chance of hostility)
  2. Nothing 
  3. Nada
  4. Zilch
  5. Zip
  6. Junk - 1d6 pieces of junk that weigh 3d8 pounds each. Each is only worth 1d4 creds trade value.
  7. Good Junk - 2d6 pieces of junk that weigh 3d6 pounds each. Each is worth 2d3 creds trade value.
  8. Scrap - 1d4 pieces of scrap materials (plasteel, peraglass, etc.) suitable for crafting or trade. Trade value is 2d6 creds each.
  9. Good Scrap - 1d6 pieces of scrap materials (plasteel, peraglass, etc.) suitable for crafting or trade. Trade value is 2d8 creds each.
  10. Ancient clothing - Intact clothing of the ancient ones. This has no value of armor (but 50% chance of rendering the wearer immune to [roll 1d3: 1: Heat, 2: Cold, 3: Atmospheric contaminants, 4: All of the above]. 
  11. Miscellaneous Artifacts (roll 1d10)
    1. Carbon Nano-Cord
    2. Com-Badge
    3. Energy Cloak
    4. Fusion Torch
    5. Grav Clamp
    6. Holo-Cloak
    7. Multitool
    8. Rejuv-Chamber
    9. Sensor Pad
    10. Sonic Spanner
  12. Power Cells (roll 1d5)
    1. C-Cell
    2. F-Cell
    3. S-Cell
    4. Q-Cell
    5. Solar Recharger
    6. F-Pack
    7. Q-Pack
  13. Medical Equipment (roll 1d8)
    1. Accelershot
    2. Cureshot
    3. Cybernetic Implant
    4. Medipac
    5. Medishot
    6. Neuroshot
    7. Radshot
    8. Stimshot
  14. Grenades! (roll 1d4 for type, and 1d3 for quantity)
    1. EMP Grenade
    2. Photon Grenade
    3. Stun Grenade
    4. Quantum Grenade
  15. Ancient Melee Weapon (roll 1d3)
    1. Zapper Glove
    2. Force Baton
    3. Plasma Sword
  16. Ancient Vehicle (roll 1d3)
    1. Grav Ped
    2. Grav Sled
    3. Bubble Car
  17. Ancient Ranged Weapon (roll 1d10)
    1. Dazer Pistol
    2. Fazer Pistol
    3. Gauzer Pistol
    4. Lazer Pistol
    5. Mazer Pistol
    6. Neutron Rifle
    7. Fazer Rifle
    8. Gauzer Rifle
    9. Lazer Rifle
    10. Mazer Rifle
  18. Ancient Armor (roll 1d6)
    1. Bubble Helmet
    2. Enviro Belt
    3. Force Field Belt
    4. Plasteel Mesh
    5. Power Armor, Scout
    6. Power Armor, Attack
    7. Power Armor, Assault
  19. (or greater) Exotic Item - This is the truly rare find. An intact item, with power or power cells, that has a unique function. Judge's discretion, but this should be good! Examples include:
    • Cortexin Cylinders
    • Force Field Projector
    • Gene Resequencer
    • Stasis Booth
Alternately you may need some tables a little more location specific. It's not expected you'd find a suit of power armor in a family home for instance. So you could try these...

Domestic Location
  1. Ancient Clothing
  2. Enviro Belt
  3. Carbon Nano-Cord
  4. Fusion Torch
  5. Grav Clamp
  6. Multitool
  7. Rejuv-Chamber
  8. Sensor Pad
  9. Sonic Spanner
  10. Dazer Pistol
  11. Stasis Booth
  12. Bubble Car
Medical Location
  1. Grav Sled
  2. Rejuv-Chamber
  3. Sensor Pad
  4. Sonic Spanner
  5. Accelershot
  6. Cureshot
  7. Cybernetic Implant
  8. Medipac
  9. Medishot
  10. Neuroshot
  11. Radshot
  12. Stimshot
Industrial Location
  1. Carbon Nano-Cord
  2. Com-Badge
  3. Fusion Torch
  4. Grav Clamp
  5. Multitool
  6. Sonic Spanner
  7. Grav Sled
  8. Bubble Helmet
  9. Enviro Belt
  10. Industrial Exoskeleton (use Power Armor but reduce AC and remove in-built weapons, or replace weapons with Fusion Torch and Multi Tool)
Military Location
  1. Com-Badge
  2. Energy Cloak
  3. Fusion Torch
  4. Holo-Cloak
  5. Multitool
  6. Military Hospital (re-roll on Medical Locations)
  7. Military Garage (re-roll on Industrial Locations)
  8. Force Field Belt
  9. Plasteel Mesh
  10. Grenades! (roll 1d4 for type, and 1d6 for quantity)
    1. EMP Grenade
    2. Photon Grenade
    3. Stun Grenade
    4. Quantum Grenade
  11. Plasma Sword
  12. Lazer Pistol
  13. Mazer Pistol
  14. Neutron Rifle
  15. Fazer Rifle
  16. Lazer Rifle
  17. Mazer Rifle
  18. Power Armor, Scout
  19. Power Armor, Attack
  20. Power Armor, Assault

                                                    Wednesday, May 30, 2018

                                                    The Alphabet of Outer Beings - Z is for Zealot

                                                    Image Source: https://piemasterxl.deviantart.com/art/Flagellant-347753837

                                                    Z is for Zealot

                                                    Zealots have an extremely deep and fervent passion for their religion. They are driven to preach, convert, or prosthelytize about their religion, or to go to war against the enemies and heretics of their beliefs. These men and women often take their beliefs to extremes, including the attendant behavior. As a result these people often have unique abilities that are driven by their passions, and can cause even the staunchest of enemies or opponents to falter before them.

                                                    Table Z1: Type of Zeal (roll 1d6 and 1d4) 
                                                    • 1-2: Radical - Radicals use their zealotry to work against their enemies with words and actions that attack faith and ruling systems to tear them down in favor of their faith.
                                                      1. Fanatic - The fanatic preaches to convert new followers. They may gain a bonus equal to their level on rolls to convert people to their beliefs or lead the believers of their deity.
                                                      2. Insurgent - The insurgent specializes overthrowing governments and monarchies unfavorable to their faith. They may gain a bonus equal to their level on all rolls to undermine such enemies.
                                                      3. Renegade - Renegades are converts, former followers of another faith who use their knowledge of that deity's faithful to further tear down their new deity's opponents. They may gain a bonus equal to twice their level when applying this specialized knowledge to aid their new god.
                                                      4. Subversive - The subversive specializes undermining the works of deities the oppose their own. They may gain a bonus equal to their level on all rolls to undermine other deities either overtly, or covertly.
                                                    • 3-4: Firebrand - Firebrands bridge the gaps between Radicals and Militants without being either. They specialize in mobilizing the faithful or urging the mob into action.
                                                      1. Demagogue -The demagogue spews hateful speech about the enemies of their faith. They may grant allies of level zero or level one a damage bonus equal to their level through hateful rhetoric about their enemies. They may also gain a bonus equal to their level to recruit such followers by leveraging people's hatred and fear.
                                                      2. Instigator - The instigator uses rhetoric to spur their followers into action, or gain the allegiance of new followers. They may grant allies of level zero or level one an initiative bonus equal to their level through rhetoric. They may also gain a bonus equal to their level to recruit such followers by leveraging rhetoric to inspire the faithful to action.
                                                      3. Rabble-rouser - The rabble-rouser works behind the scenes, playing situations to their advantage by using the power of a mob to incite events that play into their own plans. The rabble-rouser gains a bonus equal to their level when attempting to form a mob, or to incite that mob into action in the furtherance of their own plans. If the rabble-rouser instigates a mob to violence the mob gains an attack bonus equal to half their level (round up) to attack rolls. 
                                                      4. Agitator - The agitator works to weaken the enemy by harming their own faith or morale. The agitator gains a bonus when acting to damage enemy morale, cohesion, or when sowing discord within the enemy's forces or faith. When facing off against such a force in combat they may impose an attack penalty equal to half their level (round up) on their enemy's attacks through their agitating actions.
                                                    • 5-6: Militant - Militants are the warriors are their faith, and zealous militants take their belief in their deity to the extreme, gaining martial prowess through their extreme devotion.
                                                      1. Flagellants - In combat a Flagellant may wound themselves as a sacrifice to their deity. This allows them to re-roll a damage die, taking damage equal to the result of the re-rolled die. 
                                                      2. Diehard - After being reduced to zero Hit Points, Diehards may continue to fight on for 1 round per level before collapsing.
                                                      3. Maniac - The maniac charged into battle heedless of the consequences. They may choose to reduce their armor class by any amount up to their level and add the same amount to their attack rolls. 
                                                      4. Champion - The champion is blessed by their deity (or believes they are) and is protected by divine grace. In battle they may gain a bonus equal to their level to their armor class, if they do so they must sacrifice a divine spell (if applicable), or forfeit any speak attack abilities for that round. 
                                                    Table Z2: Zealous Passion (roll 1d6) 
                                                    • 1-2: Zealot - The zealot may use their special ability once per day without other restriction
                                                    • 3-4: Jihadist - The jihadist may use their special ability at will against a specific enemy of their deity or creature deemed unholy (e.g. at will against goblins).
                                                    • 5-6: Crusader - The crusader may use their special ability, once per day per level against any of their deity's enemies/unholy creatures.