Wednesday, October 17, 2018

The Alphabet of Outer Beings - P is for Prophecy

Image Source: https://www.deviantart.com/folkenstal/art/The-Elder-Scroll-Replica-opened-482156541

P is for Prophecy

Prophecies are predictions or foretelling of things to come. Often prophecies come in the form of cryptic , almost riddle-like, visions of the future through magical or divine means. These prophecies are difficult to interpret as they are often vague and the details as such that they could be fulfilled in multiple ways, or that the true intent of the prophecy is only made clear in the moment of it's coming to fruition.

In RPGs prophecies can be difficult to work with, and even more difficult for Judges to write. This will not write a prophecy for you, but instead give you a series of common pieces that you can string together in the rough structure of "A [adjective] [subject] will [verb] a [target] in [location]" or similar. The Judge is encouraged to roll when needed and parse together a prophecy that makes sense, or doesn't, or better still makes sense in more than one sense. A "groom will be slain by a crown" could be interpreted more than one way, a man to be married will be killed by a king/queen, or it could mean a groom (as in for horses) will be slain (as in will cease to be himself) by a crown (placed on their head when they gain control of a monarchy).

Table P1: Adjectives (roll 1d8)
  1. Albino
  2. Tyrant
  3. Innocent
  4. Pure
  5. Corrupt
  6. Lost
  7. Poor
  8. Wise
Table P2: Subjects (roll 1d10)
  1. Child/Son/Daughter
  2. WarriorHero/Champion
  3. Wizard/Sorcerer
  4. Demon
  5. Herald
  6. Father/Mother
  7. Prophet
  8. Marked
  9. Bride/Groom
  10. King/Queen
Table P3: Verbs (roll 1d12)
  1. Slay
  2. Find
  3. Release
  4. Become
  5. Born
  6. Perish/Die
  7. Be slain
  8. Bleed
  9. Sacrifice
  10. Replace
  11. Destroy
  12. Assemble
Table P4: Target
  1. Crown
  2. Weapon 
  3. Kingdom
  4. Book/Tome
  5. Gate
  6. Curse
  7. Temple
  8. Power
Table P5: Locations (roll 1d12)
  1. Direction:
    1. East
    2. West
    3. North
    4. South
  2. Water:
    1. Ocean/Sea
    2. River
    3. Lake
    4. Waterfall
  3. The Old Kingdom
  4. The Great City
  5. Jungle
  6. Steppes
  7. Wastes/Wastelands
  8. Below the earth
  9. Island
  10. Canyon
  11. Desert
  12. Mountains

Wednesday, October 10, 2018

MCC - Shroomer Character Class


Much like animals and plants mushrooms and other fungi were heavily affected by the mutative effects of the great disaster. Though rare, intelligent humanoid(ish) mushrooms and fungi have evolved and mutated into being in the unknown years since the great disaster. Unlike manimals and plantients the unique physiology of mushrooms and fungus, specifically the presence of the interconnective mycelium has meant that the Shroomers have evolved such that they display very few physical mutation but a heightened presence of mental mutations. Likewise they retain their native ability to connect to the great fungal colonies of Terra AD with various benefits.

Hit Dice: Shroomers gain d4 hit points at each level.

Mutations: Upon achieving 1st level, a shroomer gains 1d3 random mental mutations (see Table 3-2: Mutations).

Artifacts: Shroomers have no natural affinity for artifacts but due to their highly evolved mental capacity they do gain greater understanding as they progress to higher levels.

Summon Spores: All shroomers are servants of the Great Fungal Intelligence, a world spanning intelligence that resides within a global network of mycelium. This allows the shroomer to summon spores of the Great Fungal Intelligence for various effects equivalent to the Nanogram wetware ability (page 255). This power can be used once per day per character level. The Shroomer rolls 1d20+CL+Per and gains defects instead of patron taint when a "1" is rolled. The Judge to adjust the descriptions of these effects to suit the spore and fungus based source of the power.


Mycelium Nutrient Transport Healing: A shroomer may, in natural areas, make contact with the global network of mycelium and spend 1 turn absorbing nutrients from the mycelium to enhance their healing. Doing so heals the shroomer of 1d6+CL damage.

Radburn: Shroomers exposed to radiation or other mutagens may develop - or sometimes even lose – mutations (see Chapter 3: Mutations). Shroomers that lose all of their mutations devolve to into a non-sentient fungal or mushroom organism. If this happens in an area where they are able to connect to the mycelium, or if they are carefully transported to such an area, they may regain a single mutations at the will of the Great Fungal Intelligence. The shroomer makes a standard luck check, using the luck score they had at the time of their de-mutation, and if successful immediately gains 1 random mental mutation as well as their former ability scores, language, upright locomotion, and prehensile appendages.


Glowburn: Shroomers may elect to use glowburn when activating a mutant power or summoning  spores (see Chapter 3: Mutations).

AI Recognition: Shroomers are not recognized by AIs. They are simply too alien for an A.I. to mistake them for an ancient one.

Archaic Alignment: Shroomers player characters automatically begin as servants of The Great Fungal Intelligence and may not join any archaic alignments unless their master allows it.


Shroomer Titles (level/title)
  1. Spore
  2. Hyphae
  3. Pinhead
  4. Primordia
  5. Shroom
  6. Great Cap 
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Feedback and comments are welcome, so long as they are constructive.

Wednesday, October 3, 2018

The Alphabet of Outer Beings - L is for Legends

Image Source: https://www.deviantart.com/luthienthye/art/Legend-756057995

L is for Legends

Many are the legends and myths that surround powerful beings. These may be part of a Deity's religion or the rumor's surrounding a Patron's mortal life. Some such may be true, others patently false, and still others couched in such doublespeak that the truth is forever concealed. Some may be consider apocryphal despite their truth while others are embraced despite their falsehood. Below are 20 random legends that can be applied to any Outer Being or even used for other power creatures. For any given legend roll a d6, if the result is odd the legend is false, if even it is true.

Table L1: Random Legends (roll 1d20)
  1. The outer being gained the power and position by slaying another of their kind whose name is now lost to the winds of time.
  2. The most powerful mortal agent of the outer being is actually empowered by a fragment of its essence. 
  3. The outer being once slew a powerful dragon and freed an entire country from it's evil. 
  4. The outer being has many children by mortals who all stand to inherit the being's power should they perish. 
  5. Somewhere out in the world there exists a weapon forged expressly to kill the outer being. 
  6. The outer being has created many powerful weapons to be used by champions of the being's alignment and cast them throughout the world. 
  7. The outer being is a false being, a charlatan who uses the power of their worshipers or followers to further itself without having any true power of its own.
  8. The outer being is lying about its alignment and motives.
  9. An entire race of demi-humans exists because of a curse from the outer being.
  10. The outer being is the sole survivor of a faction of outer being's who were destroyed ages ago. 
  11. The outer being was once more powerful but through unknown means has lost some of its former power.
  12. A great and powerful empire lies buried in the west with a deep connection to the outer being.
  13. The outer being's aide is taxing and only through their followers and worshipers are they able to maintain their ties to the mortal realms. 
  14. The outer being is dying, and its followers are insufficient to do more than slow its death.
  15. The outer being sacrificed the lion's share of its power creating a powerful (roll 1d6) 
    1. creature 
    2. weapon
    3. magical spell 
    4. seal on a prison
    5. artifact of power
    6. other (judge's discretion)
  16. An avatar of the outer being will be born to a mortal family when the next celestial alignment occurs. 
  17. The outer being is waging a war against an ideological opposite and uses the power gained from worshipers/followers to fuel that conflict.
  18. The outer being is the warden of a prison for powerful entities beyond knowing.
  19. Unlike others of its kind the outer being lives in the mortal realms and hides itself with powerful magics or remote locations.
  20. The outer being was born a mortal marked for greatness who fulfilled an ancient prophecy and gained their immeasurable power.