tag:blogger.com,1999:blog-55630866585579748472024-03-13T19:27:06.251-07:00Meandering BanterNeoclassical ElfgamesSpwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.comBlogger64125tag:blogger.com,1999:blog-5563086658557974847.post-83172983724118236542020-04-02T17:58:00.000-07:002020-04-02T17:58:39.649-07:00Welcome!Welcome to Meandering Banter!<br />
<br />
ALLERGY ADVICE: Contains GLOG classes, OSR rambling, bizarre heartbreakers, traces of discourse and has been manufactured in a facility that processes bullshit.<br />
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You can find the reasonably complete index <a href="https://meanderingbanter.blogspot.com/p/index.html">here</a>. Comments are closed for business, but if you have a question, query, suggestion or just want to say hi, I strongly urge you to leave a comment on literally any post on my new blog, <a href="http://slightadjustments.blogspot.com/">Slight Adjustments</a>.<br />
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Enjoy!Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com0tag:blogger.com,1999:blog-5563086658557974847.post-60731507179105768012020-01-19T04:56:00.001-08:002020-03-04T05:35:31.693-08:00Finders Keepers - Background and Sources<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/002/333/301/4k/konstantin-vavilov-conditional-curse-fin-2.jpg?1460410555" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="566" height="640" src="https://cdnb.artstation.com/p/assets/images/images/002/333/301/4k/konstantin-vavilov-conditional-curse-fin-2.jpg?1460410555" width="451" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/EbeRA" rel="nofollow">Konstantin Vavilov</a></td></tr>
</tbody></table>
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For the rules and character generator, see <a href="https://meanderingbanter.blogspot.com/2020/01/finders-keepers.html">here</a>. This is likely to be a long and boring post, go make some funky weirdos instead!<br />
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<a name='more'></a><br />
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Finders Keepers comes from a very specific and probably relatable moment, when a player forgets they had a +2 bonus to a check until after the outcome has been resolved, which would've been enough to make them succeed.<br />
Or, when a zombie ambushes a paladin who the GM forgot had Detect Undead.<br />
Or when a new player is swamped by a myriad of spells, powers, daily limits and jargon that mean absolutely nothing to them.<br />
Or, unless the Fighter has the "Trip Attack" power, they never try and trip enemies, and once they do have that power, nobody else (including the DM) thinks tripping enemies is possible without it.<br />
Or within the OSR scene, a whole session goes by without the dice or inventory being touched, with the system falling away to reveal the truth, that often system really doesn't matter. This last one isn't a problem, but seriously, we spend so much time arguing over the damn things, why not make something that actually matters?<br />
<br />
Finders Keepers is also my attempt to actually use the dozens, hundreds of wonderful, amazing, exciting creations that we've all built together in this community. I've done my best to list all the sources I've used in collating the lists of starting equipment, and I'll likely be adding more!<br />
<br />
Firstly, all of the abilities, items and mutations have a few guidelines that I've done my best to stick to. I've likely messed up here or there, but I'll be tinkering with this forever anyway.<br />
<ol>
<li>No passives, only actives. Everything has to be directly used, but spells out exactly what it does</li>
<li>No daily resource tracking, everything can be used either a) all the time or b) only once</li>
<li><a href="https://meanderingbanter.blogspot.com/2019/11/weird-spells.html">Daggers, not lockpicks</a></li>
<li>All abilities must "break the rules" to some extent. If it's possible to do normally, it's not a unique power</li>
<li>Balance via randomness (some things are incredibly overpowered and game-breaking, but won't show up that often) and pain (some things are strong but cause the PC to explode)</li>
</ol>
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The core of this system is <a href="http://www.bastionland.com/">Into the Odd</a>, with all attacks automatically hitting, armour providing damage reduction, and cribbing from a variety of other rules. The stat generation is from <a href="http://questingblog.com/knave/">Knave</a>, as is the roll-over nature and the item-based characters. The combination is something I like to call "Rogue Odds", and I've got a few more projects using the system on the back-burner at the moment.<br />
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Fundamental to Finders Keepers are the 1037 (!!!) curated entries that make up the starting equipment, combat talents, weird mutations/abilities and powerful arcana. It's a nest of things I've found and liked, picked up and polished just how I want them, and slotted in somewhere. The largest area of truly original writing is the list of Failed Careers, each having a unique ability that match the five guidelines above ("Fisherman - You are incredibly patient, and can wait for something as long and exactly as required", "Author - If you go on a proper adventure and live to write about it, it's got a 50% chance of being successful. Only one chance")<br />
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While <a href="http://meanderingbanter.blogspot.com/2019/02/die-trying-v1.html">Die Trying</a> characters are all created <a href="https://benignbrownbeast.blogspot.com/2019/02/die-trying.html">incomplete and broken</a>, Finders Keepers characters vary wildly based on their starting HP and highest stats. Gonzo Finders are even less structured, they just have <i>things</i>. Maybe you'll have 2hp, +1 to every stat, five weapons and "Cloud-speaker - Standing in the rain grants you news from far away lands". Thank you Glum Cynn, the failed miller, for your startling array. If the first thought of a new DT player is "what am I going to do without...?", the first thought of a Finder is "how they hell am I supposed to use...?" Invariably, they answer that question for themselves in exquisite style.<br />
<br />
It's the wonderful nature of the human mind to find pattern where there is none, to conjure story and life from "Pungent perfume, Box of tiny bells, Glass eye, you can still see through it if it's popped out". Die Trying was certainly a step towards this idea, with the "Before you became an adventurer" style of character creation, Finders Keepers goes to an extreme. There are no races either, only oddly thematic weirdness that might hint, perhaps, that the adventurer is more than human (" Goblinoid - Your bones are cartilage, you can only eat meat and you can smell as well as a dog"). Also, some of the names do <i>very</i> strange things. I encourage you to just roll and read, experiment a little and see how they relate to the equipment and abilities you have.<br />
<br />
Oh! And you might start with a cannon.<br />
<br />
<b>Sources</b><br />
<a href="https://archonsmarchon.blogspot.com/2019/11/20-miscellaneous-magic-items.html">Archons March On - Misc Magic Items</a><br />
<a href="https://archonsmarchon.blogspot.com/2019/12/d20x5-rival-adventurers.html">Archons March On - Rival Adventurers</a>
<a href="https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html"></a><br />
<a href="https://attnam.blogspot.com/2019/12/magical-trinkets.html">Attnam - Magical Trinkets</a><br />
<a href="https://carceripenterakt.obsidianportal.com/wikis/witches-and-warlocks">Carceri Penterakt - Witches and Warlocks</a><br />
<a href="https://coinsandscrolls.blogspot.ca/2017/09/osr-class-exorcist.html">Coins and Scrolls - Exorcist</a><br />
<a href="https://coinsandscrolls.blogspot.com/2018/03/osr-class-sorcerer.html">Coins and Scrolls - Sorcerer</a><br />
<a href="https://coinsandscrolls.blogspot.com/2018/04/osr-100-entities-you-can-summon.html">Coins and Scrolls - 100 Entities</a><br />
<a href="https://coinsandscrolls.blogspot.com/2019/11/osr-1d1000-mutations.html">Coins and Scrolls - 1d1000 Mutations</a><br />
<a href="https://crateredland.blogspot.com/2019/01/the-scholar-and-thief.html">Cratered Land - Scholar and Thief</a><br />
<a href="https://crateredland.blogspot.com/2019/04/mimics-miscreants-optional-rules.html">Cratered Land - Optional Rules</a><br />
<a href="https://d66kobolds.blogspot.com/2019/12/talents-martial-and-specialist.html">d66 Kobolds - Martial and Specialist</a><br />
<a href="https://d66kobolds.blogspot.com/2019/12/talents-survivalist-and-arcane.html">d66 Kobolds - Survivalist and Arcane</a><br />
<a href="https://dreamsandfevers.blogspot.com/2019/04/treasures-from-vault-d20-magic-items.html">Dreams and Fevers - Treasures from the Vault</a><br />
<a href="https://eldritchfields.blogspot.com/2020/01/folk-hero-random-advancement-table.html">Eldritch Fields - Folk Hero</a><br />
<a href="https://falsemachine.blogspot.com/2016/08/isles-of-imprisoned-moon-char-gen.html">False Machine - Isles of the Imprisoned Moon</a><br />
<a href="https://goblinpunch.blogspot.com/2013/06/a-spell-called-catherine.html">Goblin Punch - Catherine</a><br />
<a href="https://goblinpunch.blogspot.com/2013/12/sister-witches-and-monastic-wizards.html">Goblin Punch - Sister Witches, Monastic Wizards</a><br />
<a href="https://goblinpunch.blogspot.com/2015/01/d100-minor-magical-items.html">Goblin Punch - 100 Minor Magical Items</a><br />
<a href="https://goblinpunch.blogspot.com/2015/08/new-class-really-good-dog.html">Goblin Punch - Really Good Dog</a><br />
<a href="https://goblinpunch.blogspot.com/2016/02/new-class-dungeon-hacker.html">Goblin Punch - Dungeon Hacker</a><br />
<a href="https://goblinpunch.blogspot.com/2016/05/potion-rules.html">Goblin Punch - Potion Rules</a><br />
<a href="https://goblinpunch.blogspot.com/2016/05/the-perfect-potion-list.html">Goblin Punch - Potion List</a><br />
<a href="https://goblinpunch.blogspot.com/2018/08/d20-magic-artifacts.html">Goblin Punch - Artifacts</a><br />
<a href="https://goblinpunch.blogspot.com/2018/08/d20-more-magic-artifacts.html">Goblin Punch - More Artifacts</a><br />
<a href="https://goblinpunch.blogspot.com/2019/11/the-secret-names-of-god-and-wizard-trap.html">Goblin Punch - Secret Names of God</a><br />
<a href="https://gumroad.com/l/d">Bastard Magic</a><br />
<a href="https://hexculture.com/2015/08/put-a-spell-on-you.html">Hex Culture - Put a Spell On You</a><br />
<a href="https://hexculture.com/2015/10/righteous-punching-for-justice.html">Hex Culture - Righteous Punching for Justice</a><br />
<a href="https://hmmmarquis.blogspot.com/2019/12/the-plane-of-lightning-thoughts-fulmens.html">Hmm Marquis - Thoughts and Fulmens</a><br />
<a href="https://homebrewhomunculus.blogspot.com/2019/03/ascending-damage-dicing-with-death.html">Homebrew Homunculus - Dicing With Death</a><br />
<a href="https://lizardmandiaries.blogspot.com/2016/07/the-black-hack-guild-dog-character-class.html">Lizardman Diaries - Guild Dogs</a><br />
<a href="https://rogues-repast.blogspot.com/2019/07/towards-high-level-dungeon-crawl-with.html">Rogues Repast - High Level Dungeon Crawl</a><br />
<a href="https://sites.google.com/site/zenopusarchives/home/holmes-ref">Zenopus Archives - Holmes References</a><br />
<a href="https://tarsostheorem.blogspot.com/2018/10/d100-weird-powers-or-why-mcdowells-osr.html">Tarsos Theorem - Weird Powers</a><br />
<a href="https://tenfootpolemic.blogspot.com/2020/01/class-barbarian-rage-spiral.html">Ten Foot Polemic - Barbarian</a><br />
<a href="https://twogoblinsinatrenchcoat.blogspot.com/2019/01/moonhop-oddhack.html">Two Goblins - Moonhop</a><br />
<a href="https://twogoblinsinatrenchcoat.blogspot.com/2019/04/anything-not-nailed-down-is-legally.html">Two Goblins - Anything Not Nailed Down</a><br />
<a href="https://udan-adan.blogspot.com/2018/02/when-all-you-have-is-hammer-item-based.html">ATWC - When All You Have is a Hammer</a><br />
<a href="https://unworthycudgel.wordpress.com/2012/05/17/eire-artifacts/">Unworthy Cudgel - Eire Artifacts</a><br />
<a href="https://www.bastionland.com/2016/01/d100-oddities-for-new-characters.html">Bastionland - Oddities</a><br />
<a href="https://www.bastionland.com/2016/04/oddular-mechanics.html">Bastionland - Oddular Mechanics</a><br />
<a href="https://www.bastionland.com/2016/05/active-survival-scars-and-afflictions.html">Bastionland - Scars</a><br />
<a href="https://www.bastionland.com/2017/10/failed-careers.html">Bastionland - Failed Careers</a><br />
<a href="https://www.giantitp.com/forums/showthread.php?286983-3-5-Base-Class-quot-I-want-to-live-inside-a-castle-built-of-your-agony!-quot">Mythos - Teramach Class</a><br />
<a href="https://www.incunabuli.com/2018/10/knucklebones.html">Incunabuli - Knucklebones</a><br />
<a href="https://www.northofreality.com/tales/tag/bottled+goods">North of Reality - Bottled Goods</a><br />
<a href="https://www.occultesque.com/2017/05/1d100-magical-trinkets.html">Occultesque - Magical Trinkets</a><br />
<a href="https://www.occultesque.com/2017/07/1d100-magical-items-of-shallow-daramitz.html">Occultesque - Daramitz Magical Items</a><br />
<a href="https://www.occultesque.com/2019/10/one-hundred-thieves-tools.html">Occultesque - One Hundred Thieves Tools</a><br />
<br />
This isn't the full list. Maybe there can never <i>be</i> a full list. And I'll be adding more to it soon!Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com17tag:blogger.com,1999:blog-5563086658557974847.post-33224604755273142502020-01-13T02:31:00.001-08:002020-03-04T05:35:31.626-08:00Finders Keepers - Character Generator and Rules<button onclick="newCharacter()">New Character</button>
<select id="charType">
<option>Standard</option>
<option>Gonzo</option>
</select>
<br /><br />
<div id="outputfK1"></div>
<button onclick="saveCharacter()">Save</button>
<br/><br/><br/><br/>
<button onclick="getItem('name')">Name</button> <button onclick="getItem('fact')">Fact</button> <button onclick="getItem('useful_item')">Item</button> <button onclick="getItem('failed_career')">Career</button> <button onclick="getItem('memento')">Memento</button><br />
<button onclick="getItem('odd_item')">Oddity</button> <button onclick="getItem('weirdness')">Weirdness</button> <button onclick="getItem('talent')">Talent</button> <button onclick="getItem('arcana')">Arcana</button><br/>
<button onclick="getItem('effect')">Effect</button> <button onclick="getItem('curse')">Curse</button> <button onclick="getItem('madness')">Madness</button> <button onclick="getItem('disease')">Disease</button> <br/>
<button onclick="getItem('gear')">Gear</button> <button onclick="getItem('consumable')">Consumable</button> <button onclick="getItem('damage_types')">Damage type</button>
<br /><br />
<div id="outputfK2"></div>
<br />
<br />
<br />
<h3>
Rules</h3>
<b>Three stats</b><br />
Strength - Lifting, breaking, resisting poison and disease<br />
Dexterity - Sprinting, dodging, climbing, fiddling, lock-picking<br />
Charisma - Yelling, lying, hoping for the best, looting<br />
Lowest of 3d6 for each for the bonus (from +1 to +6)<br />
<br />
Checks and Saves usually require a roll of 15 or more to succeed. Some actions may require a roll of 10+ or 20+.<br />
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<b>Dying</b><br />
1d6 max starting HP<br />
Worn armour subtracts from damage taken<br />
While at zero HP, each blow has a [dmg]-in-20 chance of resulting in death or unconsciousness<br />
<br />
<b>Starting gear</b><br />
Gain Useful, Odd, Memento, Weirdness<br />
<br />
Three options for additional gear:<br />
<br />
A) Sum highest stat and HP [Standard]<br />
<br />
2. Big ranged (d10), heavy armour (2a), Talent, Memento<br />
3. Two melee (d6), light armour (1a), Arcana, Odd<br />
4. One melee (d6), Arcana, Odd, Weirdness<br />
5. Big melee (d10), melee (d6), small ranged (d6), Talent<br />
6. Ranged (d8), light armour (1a), Failed Career, Useful<br />
7. Melee (d6), small ranged (d6), Weirdness, Memento<br />
8. Big melee (d10), Failed Career, Useful<br />
9. Arcana<br />
10. Small ranged (d6), Failed Career<br />
11. Basic melee (d6)<br />
12. Nothing<br />
<div>
<br /></div>
<div>
<br /></div>
B) Start with XP = 12 - highest stat - max HP (see below for prices)<br />
<br />
<br />
C) As above, but select randomly from available options [Gonzo]<br />
<br />
<br />
Weapon damage:<br />
Unarmed - 1<br />
Improvised - d4<br />
One-handed - d6<br />
Noble - d8<br />
Two-handed - d10<br />
Emplaced/three-handed - d12<br />
Light armour - 1a<br />
Heavy armour - 2a<br />
Shield - Sunder to block 1d12 damage, metal can be repaired<br />
Buckler - Allows for defensive Gambits<br />
Tower Shield - 1a from the front<br />
<br />
<b>Multiple Damage Dice</b><br />
Each round, a single target only takes the highest damage shown on all attacks against them. Traits that grant additional damage dice, dual-wielding, or ganging up on an enemy follow the same rule.<br />
<br />
<b>Dodging</b><br />
If you spend your whole round trying to avoid getting hit, Make a DEX check. 15+ in melee, 10+ against ranged, 20+ while grappling or being held.<br />
<br />
<b>Gambits</b><br />
Say what you want to do with your attack (disarm, trip, knock over) and what will happen if you fail. It has to make sense. Make a Strength or Dexterity check to try it. 10+ most of the time, 15+ if the enemy is more skilful than you, has more legs, is bigger than you etc.<br />
<br />
<a href="http://www.bastionland.com/2016/05/active-survival-scars-and-afflictions.html" rel="nofollow"><b>Scars</b></a><br />
If knocked to exactly 0HP from full, gain a scar. If you gain a scar a second time, gain an affliction instead. The first time you gain a scar or affliction, increase your max HP by 1d6. Roll the die used to deal the damage:<br />
<ol>
<li>Shattered Hand - One of your hands is out of use until you rest and get it looked at, after which it's fine besides looking a bit gnarled</li>
<li>Shaken Nerves - You stammer, twitch, or shake, unless you use something to calm your nerves.</li>
<li>Lasting Pain - A nasty scar that causes intense pain if pressed on</li>
<li>Battle Scars - A random limb or half of your face is badly scarred and you lose all feeling in it. If you roll this Scar a second time you also lose all movement of the affected area</li>
<li>Gouged Face - A random part of your face is gouged enough to impair its use and look bad (d6) 1. Left Eye, 2. Right Eye, 3. Ears, 4. Nose, 5. Teeth, 6. Jaw</li>
<li>Busted Lung - Your breathing is always loud and you can't hold your breath as long as normal</li>
<li>Extremity Loss - Lose a finger, ear, or other small part of your body that you could live without</li>
<li>or more, Afflicted - Abusive, paranoid, irrational, hopeless or something else. Anyone that rests with you nearby recovers 1 fewer HP</li>
</ol>
<br />
Afflictions:<br />
<ol>
<li>Organ Damage - A vital organ is in critical state. If you suffer any other Affliction it gives in, and you die</li>
<li>Fading Senses - One of your senses is slightly dulled now and is completely gone if you suffer another Affliction</li>
<li>Disfigurement - Your injury has left your face totally disfigured</li>
<li>Splintered Mind - A specific element of this injury is stuck in your mind. Take double damage if you are forced to relive it and don't spend time freaking out</li>
<li>Lost Limb - One of your limbs is torn off or otherwise made useless</li>
<li>Fractured Skull - You have trouble talking and making facial expressions. If you suffer this Affliction a second time your skull is utterly split open and you die</li>
<li>Broken Body - You require a crutch or cane to go faster than a hobble</li>
<li>or more, Shadow of Death - You shouldn't have survived that. You have nightmares of your own death every night. Roll 1d12 instead of 1d20 the next time you are damaged at 0HP</li>
</ol>
<b>Experience</b><br />
In return for making oaths, obeying love potions, character portraits, completing major quests in a stylish manner, acquiring achievements, going to heaven, solving problems effectively etc. you gain XP. You spend XP only at character creation, in return for additional items:<br />
1 - Useful Item, Failed Career, Memento, melee weapon, small ranged weapon, shield<br />
2 - Odd Item, Weirdness, big melee weapon, ranged weapon, light armour<br />
3 - Talent, Arcana, big ranged weapon, heavy armour<br />
<br />
<b>Like Radioactive Blood</b><br />
All magical things taste weird, some smell weird, but a good lick will always tell you if it is magical or mundane.<br />
<br />
<b>Getting Better</b><br />
Curses and diseases don't go away on their own. Neither do some injuries. If you want to get better, you'll have to try something and roll 20+ on a STR check (injuries and disease) or a CHA check (curses, some diseases). If you don't succeed, then that method will never work, but you can try something else. "Hoping for the best" counts as a method.<br />
<br />
<b>Overkill</b><br />
If you take more than 10 damage in a round, take another d8 damage next round, or d4 if you roll around in agony on the ground<br />
<br />
<b>Other Things</b><br />
A.K.A. "<a href="http://www.bastionland.com/2016/04/oddular-mechanics.html" rel="nofollow">Oddular Mechanics</a>"<br />
Enhanced: Damage dealt increases to d12. Often against a vulnerable target or risky attack.<br />
Impaired: Damage dealt decreases to d4. Attacking against cover, or while blind.<br />
Deprived: Cannot heal until you get what you need. When it gets deadly, take d6 damage each unit of time - warmth [hour], water [day], food [week-ish], air [round], companionship [month ?]<br />
<br />
<b>Gallery</b><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/007/898/972/large/konstantin-vavilov-27-climb-2.jpg?1509219553" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="669" data-original-width="800" height="532" src="https://cdna.artstation.com/p/assets/images/images/007/898/972/large/konstantin-vavilov-27-climb-2.jpg?1509219553" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/artwork/X8Z53" rel="nofollow">Prepare for Climbing - Konstantin Vavilov</a></td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/021/482/049/large/hjalmar-wahlin-hjalmarwahlin-shallow-waters.jpg?1571846148" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="378" data-original-width="800" height="300" src="https://cdnb.artstation.com/p/assets/images/images/021/482/049/large/hjalmar-wahlin-hjalmarwahlin-shallow-waters.jpg?1571846148" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/artwork/Jl54bR" rel="nofollow">Deserted waters - Hjalmar Wahlin</a></td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/022/731/419/large/a-shipwright-img-20191216-225405-083.jpg?1576505288" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="448" data-original-width="800" height="356" src="https://cdnb.artstation.com/p/assets/images/images/022/731/419/large/a-shipwright-img-20191216-225405-083.jpg?1576505288" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/artwork/A9Y14e" rel="nofollow">A. Shipwright - Constellation Swordsmanship</a></td></tr>
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<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/022/585/415/large/rob-vital-robox.jpg?1575985377" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="572" height="640" src="https://cdnb.artstation.com/p/assets/images/images/022/585/415/large/rob-vital-robox.jpg?1575985377" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/artwork/xz9z4m" rel="nofollow">Rob Vital - Ordinary day</a></td></tr>
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<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/010/783/616/large/ryan-lowe-the-dune-wonder-for-soc-media.jpg?1526225304" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="505" data-original-width="800" height="401" src="https://cdna.artstation.com/p/assets/images/images/010/783/616/large/ryan-lowe-the-dune-wonder-for-soc-media.jpg?1526225304" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/artwork/qDywP" rel="nofollow">Dune Wonder - Ryan Lowe</a></td></tr>
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var full_text = [
`Useful Item`,
`1. Rope`,
`2. Tinderbox`,
`3. Crowbar`,
`4. Caltrops`,
`5. Bandages`,
`6. Bag of lard`,
`7. Bottle of liquor`,
`8. Spool of copper wire`,
`9. Hand-drill`,
`10. Fishing rod`,
`11. Bladder of oil and a match`,
`12. Fake gold coins`,
`13. Grapple hook`,
`14. Iron spikes, 3`,
`15. Padlock and key, 3 sets`,
`16. Bucket of pitch`,
`17. Wooden pole`,
`18. Sack of flour`,
`19. Hammer and nails`,
`20. Chain, 10ft`,
`21. Lantern and oil`,
`22. Sack of rations, 9`,
`23. Bear trap`,
`24. Bottle of poison`,
`25. Healing herbs, three doses`,
`26. Lockpicks`,
`27. Vial of acid`,
`28. Bottle of holy water`,
`29. Powerful lodestone`,
`30. Bottle of laudanum`,
`31. Ice skates`,
`32. Elastic cord, 10ft`,
`33. Pliers, loop of wire`,
`34. Jar of glue`,
`35. Weighty iron tongs`,
`36. Metal flasks, 3`,
`37. Bag of costume jewellery `,
`38. Lute`,
`39. Snorkel`,
`40. Flint and steel`,
`41. Small tent`,
`42. Scented soap, 3 bars`,
`43. Pitchfork (d6)`,
`44. Barbed and weighted net (d6)`,
`45. Small metal mirror`,
`46. Bag of chalk`,
`47. Holy symbol`,
`48. Jar of grease`,
`49. Sack of ground pepper`,
`50. Towel`,
`51. Iron ingots, 3`,
`52. Wind-up clockwork toy`,
`53. Excellent pair of boots`,
`54. Smoke bombs, 3`,
`55. Axe (d6)`,
`56. Long roll of paper`,
`57. Sachets of potent spices`,
`58. Sturdy shears`,
`59. Box of metal springs`,
`60. Silver needle and silken thread`,
`61. Large wheel of expensive cheese`,
`62. Heavy iron pipes, 3`,
`63. Waterproof bag`,
`64. Censer and chain`,
`65. Bottle of stimulants`,
`66. Alchemists tape`,
`67. Paper, quill and ink in a writing case`,
`68. Ironbound holy tome`,
`69. Satchel of charcoal`,
`70. Pickaxe (d6)`,
`71. Cold chisel`,
`72. Bag of salt`,
`73. Bottle of sleeping pills`,
`74. Small barrel, rolls easily`,
`75. Sack of ball bearings`,
`76. Pungent perfume`,
`77. Hefty tarpaulin`,
`78. Shovel (d6)`,
`79. Bale of silk`,
`80. Flask of alchemical coolant`,
`81. Jar of leeches`,
`82. Spyglass`,
`83. Whittling knife`,
`84. Mortar and pestle`,
`85. Magnifying glass`,
`86. Hand-cranked propeller`,
`87. Dye bottles, RGB`,
`88. Big candles, 3`,
`89. Fireworks, 3`,
`90. Bronze water-syringe`,
`91. Spectacles with tinted lenses`,
`92. Sack of coal`,
`93. Compass`,
`94. Silver dust`,
`95. Bottle of alchemical base - Any weird liquid added will make it into a related potion`,
`96. Ornate hand mirror`,
`97. Pair of steel shackles`,
`98. Mosquito net`,
`99. Set of bellows`,
`100. Zwish Army Knife - Comes with a blade and three other attachments (1d8): 1. File, 2. Magnifying glass, 3. Lockpick, 4. Tweezers, 5. Corkscrew, 6. Hook, 7. Screwdriver, 8. Scraper`,
`101. Telescope`,
`102. Empty potion bottle, 3`,
`103. Twice-Boiled Lock-Grease - Applied to an open lock, allows the door to close and be seemingly locked. Anyone that knows the grease is applied can easily open it again`,
`104. Gorgok Bladder - Elastic sac small enough to fit in a closed fist. When struck, the bladder will rapidly swell to 3ft. Can shatter wood and bend metal`,
`105. Hole-Breakers, 3 - Single-use pitons. When used with a hammer to breach a hole in a solid surface the result will always be a 4ft diameter hole`,
`106. Bottled Ghost - When released, it can do one of: learn a secret about a named target, control the lights and locks of a dungeon room, reveal three locations on a map`,
`107. Bottle of Muta-Metal - Pours out and solidifies into the shape the holder is picturing, an item, a weapon, a chain, a seal around a door. Rusts and shatters in a few days`,
`108. Bottle of Blue Goo - Thick and sticky, stains heavily, smells like forgotten yoghurt. Interferes with magical items, any creature that gets it on its bare skin will be horrified`,
`109. Bottled Lightning - d12 damage to nearest metal target. Might be recharged by a real lightning strike`,
`110. Bottle of Wizard Blood - Dip a wand in to recharge it. 2-in-6 chance of losing potency each time`,
`111. Bottle of Wizard Brain-fluid - Use as ink to modify scrolls. 2-in-6 chance of losing potency each time`,
`112. Potion of Healing - Heals the drinker to full HP+5 or fixes one recent injury`,
`113. Potion of Cloudkill - d6 poison damage per round until dispersed `,
`114. Potion of Sealing and Binding - When unstoppered, releases writhing sticky black tendrils, enough to fill a room`,
`115. Potion of Haste - The drinker can take 1d4 damage to move or take another action, as many times as they want in a single round. Damage applies each time`,
`116. Potion of Focus - If the drinker begins a task, they cannot be distracted from it by anything other than damage. If injected, even damage cannot break their focus. The effect ends once the task is complete, or becomes impossible`,
`117. Potion of Invisible Flame - d6 fire damage per round, without heat or light`,
`118. Potion of Shrinking or Growing - 50% chance of each, 5x larger or smaller`,
`119. Potion of Telepathy - Links together everyone that takes a shot`,
`120. Potion of Chaos - Grants the powers of a random Arcana until the drinker falls asleep`,
`121. Potion of Resurrection - Add the fingernails, blood, spit, and hair of a corpse. Turns the drinker into them, with their memories, until they fall asleep`,
`122. Potion of Parrot Juice - Allows the drinker to mimic sounds until they leave the area they are currently in. Probably not made of parrots. Probably`,
`123. Potion of Polymorph - Transforms the drinker into a random animal until they eat something`,
`124. Potion of Head Swapping`,
`125. Potion of Etherealness - Turns the drinker into a ghost until they exhale`,
`126. Potion of Weightlessness - Lasts until next touching the ground`,
`127. Potion of Fusion - Combines two things that are splashed while in contact`,
`128. Potion of Lignification - Turns the drinker into a tree`,
`129. Potion of Bad Luck - Once drunk, all critical successes are critical failures, disadvantage on checks if the drinker really needed them to succeed, and take 1d6 damage at a random point each day. Cured like a curse`,
`130. Potion of Eye Growing - 1d6 of them, random locations. Each has a 50% chance of working right away, otherwise it might need fixing somehow`,
`131. Potion of Mutation - Drink for one, inject for 1d6 mutations`,
`132. Potion of Control - The drinker will obey the next three instructions they receive`,
`133. Potion of Love - Makes the drinker fall in love with the next person they see OR with the owner of hair in it`,
`134. Potion of Mana - All spells deal +1d6 damage or otherwise have their affects increased. Lasts until the drinkers is damaged or drinks water`,
`135. Potion of Liquefaction - Poured onto a hard object causes it to melt into an oily version of itself. Drunk, turn into an oozy puddle that can vaguely move. Wears off in sunlight, slowly`,
`136. Potion of Blindness - Whether drunk or splashed into eyes, permanent`,
`137. Scroll of Summoning - Whatever the reader describes appears in a flash of sludge. What it does next is completely up to it. Alternatively, the reader can describe what they want the summoned entity to do, something will show up but it might not be ideal`,
`138. Scroll of Teleportation - Must be somewhere the reader can see, or knows extremely well. Otherwise (1d4): be cast into the outer void, be sunk deep into the earth, appear screaming in the sky, end up somewhere pretty alright`,
`139. Scroll of Gore - Next time the reader is damaged, spray blood and guts in a wide arc. Illusory, but look and smell pretty realistic`,
`140. Potion of the Legendary Fighter - The drinker is possessed by the spirit of Braddon the Breaker, a legendary hero who was devoured by an alchemical ooze. They cannot use magical equipment or abilities, but have +6 STR and doubled HP. Lasts until they forget they are Braddon or sleep`,
`141. Potion of the Legendary Scoundrel - The drinker is possessed by the spirit of Mingola the Thrice-Vanished, a legendary hero who was devoured by an alchemical ooze. They cannot use magical abilities or large weapons, but have +6 DEX and can't be hit while dodging. Lasts until they forget they are Mingola or sleep`,
`142. Potion of the Legendary Sorcerer - The drinker is possessed by the spirit of Vasho Hightower, a legendary villain who was devoured by an alchemical ooze. They cannot use combat abilities, weapons or armour, but have +6 CHA and can command all animals and elements. Lasts until they forget they are Vasho or sleep`,
`143. Potion of Intelligence - Makes you incredibly smart, 1-in-6 chance of it wearing off each time you say something, which makes you incredibly dumb ("duhhh"). Dumbness lasts until you sleep`,
`144. Scroll of Adventure - An inverted treasure map. Tells you to do something brave and/or stupid. If you do it, 1-in-6 chance of becoming a treasure chest. Otherwise, gives you another instruction`,
`145. Scroll of Hideous Death - Hits a random target that hears the scroll read aloud, including you`,
`146. Scroll of Brimstone - Opens a portal to Hell for exactly 1d6 seconds, somewhere you can see`,
`147. Scroll of Convenience - Gives you one item that you'll probably need soon`,
`148. Scroll of Catherine - Summons Catherine, a woman in a blue dress, who obeys polite requests. Eventually fades back to nothing`,
`149. Scroll of Mending - Inorganic targets only`,
`150. Scroll of Comfortable Camping - Produces a campfire, 1d6 tents, bedrolls for each present and sundry cooking equipment as needed. Noonday sun causes the camp to crumble back into leaves, rocks and twigs`,
`151. Scroll of Duplication - Complicated, living or magical targets will probably be duplicated poorly`,
`152. Scroll of Dispelling - Prevents a single magical effect from activating while the scroll is being read, once the reader stops the scroll is used up`,
`153. Scroll of Move Curse - Requires a willing or immobile recipient, animals might only take half the curse`,
`154. Scroll of Transmutation - Turns an object or immobile target into something you have a sample of`,
`155. Scroll of Illusion - Whatever you can describe in a single breath appears somewhere nearby. Acts vaguely correctly, if silently. Lasts until touched`,
`156. Scroll of Sleep - Anyone who hears you read the whole thing aloud falls asleep`,
`157. Scroll of Knowledge - Answers three questions of your choice on a particular topic. Must be the same topic. Vague questions give vague answers`,
`158. Scroll of Reverse Gravity`,
`159. Scroll of Disaster - A pall falls over the fate of the target. All d20 checks are made with a d12 instead, and the maximum damage dealt is d4. Lasts until they kill something, save someone's life, or roll a natural 12`,
`160. Scroll of Returning - Draw the attached glyph somewhere or on something. When used, this scroll either teleports the reader to the location, or the object to the reader`,
`161. Scroll of Invisibility - Lasts until you make a noise`,
`162. Psicrystal of Madness - When broken, every sentient creature in eyeshot is rendered (1d4): blind, prone, screaming or armless until someone explains to them that it’s not real`,
`163. Psicrystal of Faith - While holding it, the user can do anything if they believe they can do it. Shatters afterwards`,
`164. Psicrystal of Sending - Anything whispered into it is heard by every creature from here to the horizon, then it shatters`,
`165. Psicrystal of Antimagic - When broken, all currently active spells in the area end suddenly`,
`166. Psicrystal of Fear - While held by a sleeping creature, manifests their nightmares for everyone within earshot. When the sleeper wakes, the crystal shatters`,
`167. Psicrystal of Creation - Constructs an illusion in the mind of a single named target. Looks, sounds and feels real. Lasts until its proven to be false or if the illusion would damage the target, then the crystal shatters`,
`168. Psicrystal of Swarming - Once activated, breaks into three flying crystals, each with 1hp, dealing d4 slashing damage`,
`169. Psicrystal of Genesis - Once activated, can be moulded into any shape the user desires, but cannot increase in size. Works once`,
`170. Psicrystal of Defence - Once activated, grows to surround your body in a thick layer of tough crystal. Easy to shatter from the inside`,
`171. Totem of Protection - When held close to the body, blocks a single spell, then snaps`,
`172. Totem of Feather Falling - Snap while falling to float gently down. Alternatively, snap against something to make it weightless for a few moments`,
`173. Totem of Hatred - Snap and point both ends at two creatures. They now hate each other as much as they've ever hated anyone`,
`174. Totem of Rest - Snap to recover d6 HP and feel incredibly alert, relaxed and focused`,
`175. Totem of Power - Snap to recharge a magic item, or in place of expending it`,
`176. Totem of Fog - Snap to produce a cloud of thick fog`,
`177. Totem of Turning - Snap to cause d6 undead to cower and flee, starting with the weakest`,
`178. Totem of Confusion - Snap to cause everyone nearby to swap places and situations`,
`179. Totem of Escape - Snap to teleport outside of the structure you are in`,
`180. Totem of Armaments - Snap to create a random melee weapon. The weapon is made of wood, but sharp as metal`,
`181. Totem of Flame - Once snapped, both ends begin smoking. The next round, each explodes for d6 fire damage`,
``,
`Memento`,
`1. Flute`,
`2. Broken locket`,
`3. Tea-set for two`,
`4. Knucklebones of a saint... probably`,
`5. Bottle of something tasty`,
`6. Flask of something strange`,
`7. Box of snuff`,
`8. Tobacco pouch`,
`9. Fluffy cushion`,
`10. Hand-written poetry`,
`11. Dog collar`,
`12. Diploma`,
`13. Potted succulent`,
`14. Warm cloak`,
`15. Unsent letter`,
`16. Chess set`,
`17. Tobacco and pipe`,
`18. Drinking horn`,
`19. Questionable mushrooms`,
`20. Novel, half-read`,
`21. Silk top-hat`,
`22. Vial of glowing blue substance`,
`23. White wedding-dress`,
`24. Clerical vestments`,
`25. Marked cards and loaded dice`,
`26. Music box`,
`27. Ceramic demon mask`,
`28. Ring with hidden compartment`,
`29. Shiny locket`,
`30. Challenging puzzle box`,
`31. White powdered wig`,
`32. Worry stone`,
`33. Cracked monocle`,
`34. Double-headed coin`,
`35. Red piece of string`,
`36. Strangely familiar boots`,
`37. Mining pick that looks half-melted and terribly bent`,
`38. Wooden training sword`,
`39. Brass doorknob`,
`40. Treasure map drawn by a child`,
`41. Shaker full of beans`,
`42. Shiny rock`,
`43. Bag of humanoid teeth`,
`44. Ring of rusty keys`,
`45. Tiny steam engine`,
`46. Silver ring missing its gem`,
`47. Small sewing kit with some red thread`,
`48. Old military medals`,
`49. Iron nose ring`,
`50. Shiny rock`,
`51. Dried ear`,
`52. Box of tiny bells`,
`53. Jar of honey`,
`54. Hefty, ornate bronze key`,
`55. Shopping list full of potion ingredients`,
`56. Broken music box`,
`57. The lid of an inkwell`,
`58. Fist-sized toy elephant, made from soft yellow wool`,
`59. Jar of preserved apples, sealed with bound red leather`,
`60. Copper heart locket with a tooth in it`,
`61. Slender bone flute with carefully drilled triangular holes`,
`62. Journal recounting the life of an anxious baker`,
`63. Nesting dolls`,
`64. Ornate flask with old ale in it`,
`65. Note reading "I'll be back soon. Stay safe. I love you."`,
`66. Ornate case, inoperable`,
`67. Deed for a castle dated hundreds of years ago`,
`68. Scroll with ancient fighting technique`,
`69. Jar full of mismatched buttons`,
`70. Three steel arrowheads`,
`71. Roll of fine parchment`,
`72. Flag of an enemy kingdom`,
`73. Child's blanket`,
`74. Horse saddle buckle`,
`75. Bag of thumb tacks`,
`76. Empty box of many things`,
`77. Talking onion`,
`78. Fancy clothes`,
`79. Rolled up rug`,
`80. Bearskin cloak`,
`81. Etched skull`,
`82. Owlbear feather quill`,
`83. Page from a grimoire`,
`84. Single dragon's scale`,
`85. Mother of pearl button`,
`86. Brown haired wig`,
`87. Screw or bolt from some strange machine`,
`88. Peg leg`,
`89. Melted iron symbols`,
`90. Message in a bottle`,
`91. Wedding ring`,
`92. The winding key of a clockwork toy`,
`93. Set of spectacles`,
`94. Pet collar with a broken latch`,
`95. Single, tiny brass gear`,
`96. Ewer of wine`,
`97. Single chess piece`,
`98. Rabbit foot`,
`99. Incomplete deck of cards`,
`100. Walking stick`,
`101. Common-looking flask`,
`102. Toy doll`,
`103. Set of apparently useless keys`,
`104. Empty potion bottle`,
`105. Rock with two painted eyes on it`,
`106. Tear-stained confession from a prince/ss`,
`107. Broken pendant`,
`108. Stone statue`,
`109. Sword handle`,
`110. Quill pen`,
`111. Single silk stocking`,
`112. Gigantic light green sock`,
`113. Tiny book of Sylvan writing`,
`114. Tiny hat`,
`115. Bag of marbles`,
`116. Trumpet`,
`117. Bottle of Black Pear Wine - Once drunk, allows you to perceive and interact with (the rather dangerous) Black Pear Trees. Otherwise, they don’t exist`,
`118. Squid - Alive and well in its jar. Seemingly cramped, but very happy`,
`119. Bottle of eyeballs`,
`120. Wizard doll, complete with tiny hat, robe and wand`,
`121. Dried fairy, stuck through with a pin`,
`122. Rusty sword`,
`123. Golden half-mask`,
`124. Large fake gem`,
`125. Tiny phonograph`,
`126. Fillable contract on parchment`,
`127. Cloth of salamander fur - Fireproof, made of asbestos`,
`128. You saw a shooting star land, not so far away`,
``,
`Failed Career`,
`1. Peasant - If you are shown how, you can do any task about as well as your instructor, so long as they give you continual direction`,
`2. Farmer - You always know either what’s wrong with a crop or animal, or how to fix it, but never both`,
`3. Shepherd - You can cajole animals in any direction`,
`4. Hunter - So long as you pay appropriate respects to nature, she will respect you as one of her own (which might include respectfully eating you)`,
`5. Thresher - If anyone can find a needle in a haystack, it's you`,
`6. Gardener - You can dig up any plant without immediately killing it, given proportionate tools and time`,
`7. Butcher - You can bleed every last drop out of a corpse, and make anything into sausages`,
`8. Lumberjack - Trees you cut always fall the way you want`,
`9. Baker - So long as you’ve got flour and fire, you can make anything into a cake or pie`,
`10. Fisherman - You are incredibly patient, and can wait for something as long and exactly as required`,
`11. Author - If you go on a proper adventure and live to write about it, it's got a 50% chance of being successful. Only one chance`,
`12. Priest - When you bury a body and perform a funeral rite over it, that body cannot rise from the dead`,
`13. Launderer - Able to determine the source of any stain, and how best to remove it`,
`14. Well Maker - Always know the distance below soil to water`,
`15. Blacksmith - Recognise all metals and ores on sight, including all the grey ones (most of them)`,
`16. Cobbler - You can ask one question about someone based on their shoes or well-defined bootprints, it'll be answered so long as its possible`,
`17. Merchant - Once, ever, you know exactly what it is that will make someone accept a deal, and you have it in your pocket`,
`18. Butler - You can instantly recognise if something is out of place, if you've seen the room before`,
`19. Carpenter - If you examine a lump of wood, you can determine what object or item it would most easily be carved into`,
`20. Mason - If you examine a lump of stone, you can determine what object or item it would most easily be chiselled into`,
`21. Squire - You can sacrifice yourself to save somebody else`,
`22. Grave Robber - The first time you'd be cursed, it hits the closest person to you`,
`23. Sailor - You know the traditions required to placate gods and spirits of wind and water, including the ones that don't exist. You can't swim`,
`24. Jester - You can make everyone forget the last thing you said by saying or doing something even more outrageous`,
`25. Soldier - You can eat anything, sleep anywhere, complain about everything and always run faster than your allies`,
`26. Experiment Survivor - You were deemed a mixed success (1d4): d6 ranged, d8 melee, d6 acid, d4 psychic, but not usable (1d4): while at 0 HP, while at max HP, in sunlight, while hungry`,
`27. Aristocrat - You've lost everything, but until they realise it, everyone will defer to you`,
`28. Companion - If you are giving someone a massage, they'll answer one question by accident, even if they weren't intending to`,
`29. Smuggler - You can pass off magic items as mundane with a moments work`,
`30. Thug - You don't care if you get your nose broken (again), and can fight with any one-handed weapon while grappling`,
`31. Stonecutter - You can smell when a rock-related accident is going to occur`,
`32. Cutpurse - Your footsteps are silent, so long as you are walking carefully`,
`33. Hermit - You know one vague yet menacing prediction about the future. Perhaps it'll come to pass`,
`34. Brewer - If it can rot, you can turn it into booze`,
`35. Cooper - You can tell at a glance if barrel is full, empty, damaged, broken or tampered with`,
`36. Glassblower - With access to a hot enough flame and pure sand, you can make bottles, vials, cups, "art"`,
`37. Librarian - If you repair and return a book to its rightful place, you can access its contents mentally`,
`38. Jeweller - If a gemstone or piece of jewellery is real, you'll always know immediately upon inspecting it`,
`39. Prisoner - If you sit still and do nothing, you can do without either food or water (but not both)`,
`40. Tinker - If you sell something to someone on the road, you can make a prediction about their future. It'll happen to them if they deserve it`,
`41. Sinecure - You did absolutely nothing in your job, but you can easily impress anyone with your seals and signatures so long as they don't pay attention`,
`42. Fletcher - Don't bother tracking mundane arrows, you can always make more`,
`43. Trapper - Crows and other scavengers will trade you trinkets for scraps`,
`44. Farrier - You can reshoe an animal in such a way to deal up to d8 damage to the next rider`,
`45. Servant - If someone expects you to be somewhere, you are completely invisible to them`,
`46. Gambler - If you ask someone outright whether they are lying or not, you can tell if the "no" is false. If they dissemble, get angry or don't answer, it doesn't work`,
`47. Cupbearer - You are immune to ingested poisons`,
`48. Miner - You can "see" in total darkness as far as you can reach`,
`49. Scribe - When you read or hear a new language for the first time, you can declare you have total fluency in it. Works once`,
`50. Shaman - If you yell at some clouds, they'll either go away or rain on you`,
`51. Actor - Once you get fully into character (takes some time and a costume), nothing and nobody can convince you to break it against your will`,
`52. Haberdasher - If you meet someone while wearing an outlandish hat, they'll always remember the hat instead of you`,
`53. Milkmaid - One animal that you care for will never sicken, get lost, or be stolen`,
`54. Thatcher - You are uncannily good at finding and plugging leaks`,
`55. Philosopher - You know the exact and complete answer to one question posed`,
`56. Tax Collector - If you so choose, you can say a single normal sentence to someone and make them hate you completely`,
`57. Poet - If you make up a rumour or spread a fact about someone, it’ll always stick. They’ll know it came from you though`,
`58. Beekeeper - The first time you’d die from poison, you are instead cripplingly ill for a week`,
`59. Outlaw - If you threaten someone, even idly, you can tell what they value most in life`,
`60. Apocathary - If you know the recipe for a concoction, you can ignore one of the ingredients`,
`61. Spy - Tell someone your name to learn one of their secrets`,
`62. Rat Catcher - You have a loyal pet rat, it understands everything you say, and would die for you`,
`63. Crooked Cop - Roll 1d4 for each new interesting person you meet. 1. They owe you a debt, 2. You owe them a debt`,
`64. Firefighter - Heal 1d4 when you save any person`,
`65. Postman - Start with three letters or packages, to be delivered to people of your choice`,
`66. Ferryman - You always know which way the tide is going. The first time you check, it’s going the way you want`,
`67. Witch - If someone mocks or openly disrespects you, you can inflict them with a random curse (defaults to turning them into a frog). Works once`,
`68. Cultist - You can sacrifice yourself to summon an aberration`,
`69. Bureaucrat - Always know exactly how much it would take to bribe somebody`,
`70. Miller - Given enough plants, a source of power and a big rock, you can make food for everyone`,
`71. Tanner - Given enough urine, you can make hides and skins last forever`,
`72. Bookbinder - Start with as many awful, useless or broken books as you can name`,
`73. Diplomat - You can say three words in every language`,
`74. Weaver - You can turn material into thread, thread into cloth and cloth into clothes while doing something else`,
`75. Fortune-Teller - If you read somebodies fortune you know what they want to hear, as well as a harsh truth`,
`76. Banker - People always accept your promises of future riches are true or at least plausible. They'll probably follow around to make sure you pay up`,
`77. Herbalist - Declare that any weed or leaf has useful properties. 50% chance of being right, roll only when tested`,
`78. Barber - While giving someone a haircut, they’ll tell you their life story if you answer in kind`,
`79. Cook - By making it into "brown" you can remove the positive and negative traits of strange meats`,
`80. Porter - If you are carrying something bulky and valuable, you can sunder it like a shield (block 1d12 damage)`,
`81. Chandler - You can turn leftover grease into candles with effort and ash. Strange meats and strange ashes make for strange candles`,
`82. Mountebank - You can turn practically anything into "medicine", it might even work`,
`83. Cheesemonger - Start with a horrendously pungent wheel of cheese`,
`84. Clockmaker - Start with three unfinished clocks. Plausible useful as alarms, timers, trap triggers, and shrapnel`,
`85. Rebel - Start with three firebombs (d6) and a bunch of pamphlets`,
`86. Jailer - Start with an immense ring of keys, handcuffs and a cudgel (d6)`,
`87. Minstrel - Start with an instrument of your choice. If you sing while travelling, your companions will move a little faster (to get away from it)`,
`88. Gladiator - While at 0hp, kill an enemy in a stylish manner to restore 1d4hp. Requires an audience`,
`89. Plucky Urchin - So long as you aren’t carrying any weapons, you can’t be killed by weapons unless you are specifically executed`,
`90. Warlord - Start with a man-at-arms (6hp, d6 weapon, 1a) and a camp follower (2hp). Both will betray you if you are weak`,
`91. Lawyer - Your cutting words and scathing arguments deal 1 damage`,
`92. Drunkard - Take a swig to heal 1hp, even if it’s poured down your throat`,
`93. Artist - If you spend the time admiring/criticising a work of art, heal 1hp`,
`94. Bodyguard - You can take a blow in place of anyone, but you take +d6 damage`,
`95. Wanderer - So long as you are barefoot in the dirt, the first spell that hits you is channeled into nature instead`,
``,
`Odd Item`,
`1. Magic coin with your face on it. At will you can teleport it back to yourself, no matter how far away it may be`,
`2. Indestructible nail of adamantine`,
`3. Journal that writes back to you`,
`4. Powdered mix of shattered wands and ground unicorn horn`,
`5. Hawk, can communicate telepathically with you. Has an attitude. 4hp, d4 claw`,
`6. Ooze preserved in formaldehyde, will grow bigger and stranger if fed`,
`7. Tattoo, it moves about your body at will... just not always yours`,
`8. Skull-crack - You can project your thoughts given time and a nosebleed`,
`9. Ethereal flare, attracts spirits if burnt`,
`10. Glass eye, you can still see through it if it's popped out`,
`11. Single bead of curse-metal in a lead box`,
`12. Snuff, causes confusion and delight when inhaled`,
`13. Tiny Moon - Mostly orbits you if you let it out of its bag, but intensely curious. Reflects sunlight from somewhere different`,
`14. "Yeast" - If you add it to a small barrel of organic matter and water, it spontaneously becomes strong alcohol overnight. Leave the jar nearby, it'll climb back inside once it's done`,
`15. Earth-Angel - Tiny clay figurine that can be smashed to cause an earthquake`,
`16. Threatening Probe - Has no function, but glows and vibrates in a way that suggests it could be used for distributing extreme pain`,
`17. Gore Candle - Any injuries that happen in the presence of this candle's light are extra painful, messy, and harmful, dealing +1d6 damage`,
`18. Nugget of very impure gold the size of your fist`,
`19. Dark purple tea from beyond the seas. Properly brewed, it helps send departed spirits on their way, and can cure wounds of the soul. Burned, it makes a potent sacrifice to any god`,
`20. A deal made with the monster under your bed`,
`21. Everice - Never melts`,
`22. Stick of the Titan - Hits for 3d8, then breaks`,
`23. Sovereign Glue - Stick anything together`,
`24. Universal Solvent - Dissolve any bonds`,
`25. Cube of Refrigeration - Black stone, heavy, always slightly cooler than the surroundings`,
`26. Dimensional Shackles - While a target is bound, they cannot teleport, dematerialise, change form or otherwise escape via magic`,
`27. Grim Lantern - Glows for 1d10 hours after a sentient creature dies near it`,
`28. Dramatic Cloak - Will flutter behind dramatically, hide weapons, keep you warm. Feed it rats`,
`29. Windbag - Hold it open to catch one, slam it shut, open it again to release it`,
`30. Box of twenty big bright blue matches. When struck, light whatever is being stared at`,
`31. Small metal box. If you place something in it, close the latch and give it a shake, when you open the box it will be (1d6): 1. Gone 2. Turned to ash 3. A different colour 4. A different material 5. Replaced with a different object 6. Bizarrely improved`,
`32. Wooden Pipe - You can learn secrets about something or someone by smoking a portion of it`,
`33. Half-tame Grumbleshrub - Can carry notes, supplies, daggers. Will follow basic commands, water it with blood`,
`34. Tiny hand-cranked electric generator`,
`35. Your family butler choked to death on a fishbone. Such was his loyalty, he came back to work the next day. He now follows you, mute and slightly mouldy, providing handkerchiefs to clean up messes and polishing metal objects`,
`36. You have a psychic connection to a dreaming priest several continents away. You'll never meet them, but perhaps they can help you`,
`37. Golden Hymms - Pair of golden bells, each will ring whenever its sibling does`,
`38. Chalky lump of rock from the moon, blue stain on one side. Throw it at a source of magic to interfere with it`,
`39. Small iron can, melted shut, with (1d6): "owlbear", "demon", "fireball", "house", "zombie", "harlot" etched into it`,
`40. Pete - A talking skull. Pretty chill, died a different way every time asked`,
`41. Rubbery, preserved eyeball. Lick it to see what it has seen in the last hour. Overuse can result in loss of motor functions`,
`42. Stone Bowl of Budget Fortune - Give a coin to a beggar, gather three hairs from three different animals, and fill it with rainwater. Drop in the three hairs one by one, and breath the steam. You will have a vision of a possible future. Each type of coin will only work once, and each type of animal will only work once`,
`43. Two sheets of paper, what is written on one appears on the other`,
`44. Strange, black egg, slightly flexible`,
`45. Three-pronged metal claw in place of a hand. No joints, it just bends when you focus on it`,
`46. Stiletto of Sentience - If you stab it into something, it animates, poorly`,
`47. Pet Rock - He is a prince amongst his people. He cannot talk, or move, but believes you to be very loyal`,
`48. Spirit, trapped in a chunk of worthless crystal. Is pissed off about it. Can twinkle at you menacingly`,
`49. Brain in a Jar - Studded with strange mechanisms. Feed it blood, ask it things`,
`50. Bag of Groan-salt - Scatter it on a wound to double damage, causes immense pain`,
`51. Jar of liquid dark - Open it to spray anti-light. Enough for about an hour of gloom if you let it trickle out`,
`52. Petrified Lightning - Break towards target. Wear a blindfold and earmuffs`,
`53. Idol of some forgotten demon or godling. Pray. Sacrifice. Build it a shrine`,
`54. Brain Jelly - Packed into the skull of a fresh-killed corpse, it will animate and perform simple commands`,
`55. Alicorn Powder - Cures all diseases, poisons and HP damage, but inflicts the Curse of the Alicorn (all critical successes are now critical failures)`,
`56. Fairy Dust - Allows you to fly, slowly, so long as you are thinking happy thoughts`,
`57. Bottle labeled "DO NOT DRINK"`,
`58. Silk Top-hat - It belongs to the irate talking rabbit that lives inside it`,
`59. Black Lotus - When smoked, 50% chance of gaining a random psionic power. Once it wears off, 5% chance of keeping it permanently, 5% chance of going insane`,
`60. Cracked chunk of stone, infomorphic. Will fix any ancient eldritch altars. If there's a missing piece, it will take its place`,
`61. Bag of Rust Dust - Enough to turn a full suit of platemail into scrap`,
`62. Bag of Angry Bees - Three hives worth`,
`63. Chunk of clay golem torso, twitches occasionally`,
`64. Dehydrated Devil - Don't allow it to come in contact with blood`,
`65. Termite Swarm - In a vial, impossible to get back in, good at devouring houses and doors`,
`66. Orphan's Top - Cannot be spun if there are any invisible undead nearby`,
`67. Blood of Luroc - Adds 1d6 rooms and 1d4-1 hallways to a building`,
`68. Tiny perpetual motion machine`,
`69. Mechanical torchbearer`,
`70. Golden Apple - Marked with "to the fairest". While a target can see it, they will take whatever action they think will allow them to acquire it`,
`71. Glass cask of acid`,
`72. Carcerian Arrows, 3 - Arrows with forked iron heads, when more than one is fired in an area, iron chains sprout linking the arrows together`,
`73. Mighty Acorn - Grows into an oak when thrown`,
`74. Three iron coins. Disappear when flipped, to pay for an unknown service`,
`75. Ent logs, 3 - Powerful magical fuel, can be made into wands`,
`76. Destroyed phylactery`,
`77. Magic Key - Opens any door to an interdimensional room, the same one each time`,
`78. Eye Pebble. Anything it sees is reflected in a tiny mirror`,
`79. Sending Stamps, 3 - Attach it to something smaller than a breadbox with an attached address and it'll wind up near them`,
`80. Invisibility Tea-towel`,
`81. Crystal Ball - Shows far away places. Random location each time, maybe you can learn how to control where it shows`,
`82. Goblin Key - Locks any lock, can't unlock anything`,
`83. Omnidress - Can turn into any type of dress (can even imitate leather armor, but not metal)`,
`84. Physical remnants of a broken curse`,
`85. Small broom - When activated, will attempt to clean the dirtiest thing nearby`,
`86. Giant's Ochre - Anything painted with this pigment will double in size. Washes off easily with water or sweat. (If you paint yourself, it'll wash off after 1d6 rounds of sweaty combat)`,
`87. The Whetstone - Can sharpen anything with only a few swipes`,
`88. Dozen imp-and-lead cartridges. Each one fired is a sin`,
`89. Votive Candles, 3 - When burnt in prayer, summon an ancestral spirit that (1d4): 1. Berates you about your life choices, 2. Tells you one truth and one lie, 3. Tells you two truths and a lie, 4. Will help you to the best of its ability`,
`90. Homunculus Gum - Chewing it up grants you ownership over this small, rubbery, cranky, sticky golem. Can't move when dried out`,
`91. Grenades, 3 - Frognade, Anti-Gravity, Blasphemous`,
`92. Sending Stamps - Attach it to an object with an attached address and it'll wind up near them. Enough for three letters or small packages`,
`93. Bucket of illusory goop, forms into whatever you are thinking`,
`94. Mithril Needle - Twitches in the presence of a righteous, pure heart`,
`95. Green Slime - In a carefully sealed black-glass container. Converts any organic material into more green slime in seconds. Killed by fire and sunlight`,
`96. Deathroach Egg - Stored under a thick layer of special wax. Once this is peeled away, the deathroach hatches in minutes. Whatever flesh it tastes first is the only thing it will ever kill or eat. The roach is sleepless flying murder machine. Care should be taken to sterilise the victim's corpse with lye, lest its brood hatch and hunt without guidance`,
`97. Sword Hydra - When broken, sprouts two new blades`,
`98. Magic Bean - When planted, grows into an immense climbable beanstalk overnight`,
`99. Extremely Cursed Thing - Long, sharp, has a handle, deals d6 damage. If you say what it is, you gain a curse`,
`100. Invisible Rapier - Don't forget which end is pointy`,
`101. Talking, sentient hat with excellent (antiquated) fashion sense`,
`102. Silver mirror that shows an image of a random, distant locale every midnight`,
`103. Unassuming Candle - When lit, a black flame eats the light and darkens the area`,
`104. Wrought-iron crown of thorns. When the wearer tells a lie, they cry blood`,
`105. Small metal box, captures up to an hour of tinny (literally) sound`,
`106. Whip used for self-flagellation. Wounds caused bleed terribly, but do not hurt`,
`107. Ring of Swimming - Wearer treats air as if it had the consistency of water. You can "fly" by swimming through the air, but the air is too thick to breath. Other water penalties also apply`,
`108. Ring of Petrification - Turn to stone while worn, reversible if ring removed`,
`109. Ring of Alternate Self - Roll once per wearer (1d6): 1. swap gender, 2. invert stats, 3. different lifestyle, 4. different race, 5. minor cosmetic difference, 6. corpse`,
`110. Ring of Good Omen - Absorbs a curse or spell, difficult to "clean out" safely`,
`111. Ring of Tact - Twisted metal, buzzes horridly when you're about to say something "bad" for the situation (you can take 1d4 damage to take back the last thing you said)`,
`112. Tome of Curses - Reading a paragraph causes agony, a full page inflicts a random curse`,
`113. Serrated Dagger - It can't cut flesh ever`,
`114. Vivid Paint - Anything painted comes to life but can't leave the surface it was made on`,
`115. Crows Teeth, 3 - Transforms you, but not your equipment, into a crow until you feast upon a corpse`,
`116. Scimitar of Time - Appears for one second each hour`,
`117. Singing Crystal - Once touched, hums oddly for a while. Comes wrapped in silk`,
`118. Jar of Prima Materia - Materially improves the structure, material, capability etc. of whatever it is poured on. Rather poisonous (or so it seems)`,
`119. Compass of the Sage - If a sample of something is placed in the hollow, the needle points to the closest matching sample`,
`120. Tarrasque Scale - Don't get it wet!`,
`121. Tiny Mimic - It lives in your bag. Feed it crickets`,
`122. Alchemical glass chunks - Doesn't react to acid, poison, heat or cold`,
`123. Enigma - Whatever it is, looking at it directly or thinking about too much causes insanity`,
`124. Wax Charm - Requires a candle and an hour, if the candle is lit and burns out, a small effect occurs like tipping over strongly, flaring up, or melting into a specific shape`,
`125. Matchstick Charm - Turn some burning twigs into a tiny golem, burns out in 1d6 rounds`,
`126. Exploding Cocaine - Three sachets of fun`,
`127. Clockwork heart, still ticking, highly volatile`,
`128. Quartz Flute - Notes played on the flute also create ephemeral coloured lights`,
`129. Ingots of platinum-occultum - Respond telekinetically to strong thoughts`,
`130. Sheaf of gold-occultum sheets - Ultra-conductor, put in contact with any acid or energised medium will result in bolts of lightning`,
`131. Spool of tin-occultum wire - Impossibly flexible and elastic, springs made from this material are incredible and dangerous`,
`132. Lump of copper-occultum alloy - Flexible memory-metal, bends in the hand, slides back into shape`,
`133. Jar of mercury-occultum alloy - Silvery fluid, seems to enjoy picking locks, solving puzzles, unscrewing jars`,
`134. Hand Mirror of Lies - Whoever holds it controls what it shows`,
`135. Cup of Judgement - If you drink from the cup and have committed the sin engraved upon it, die immediately`,
`136. Golden Anklet-Bells - Cheery sound can be heard for miles by the undead, who hate it and will risk true death to end their ringing`,
`137. Slayer Kit - Mirror, salt, silver wire, silver knife, silver shackles, holy water, stakes, mallet, garlic, wolfsbane, all in a sturdy many-pocketed bag`,
`138. “What, This Old Thing?” - Once, ever, you can declare that you’ve been carrying any item that hasn’t yet been seen in-game. It might be a cunning fake, a knock-off or won’t quite meet your description, but it’ll still be what you say it is`,
`139. Dulcet Wires - Lamellophone that is held in the mouth. Makes your voice much softer and higher. If held in the mouth backwards and upside down, makes your much voice rougher and lower`,
`140. Wheeled Boots of Mobility`,
`141. Jar of Magnetic Fire - Also known as phlox borealis, this purple flame only burns northwards, and will do so until it hits water`,
`142. Jar of Phlogiston - This fire is naturally predisposed to move pistons, heat water, melt iron and perform chemical reactions, as opposed to base fire which merely seeks to spread`,
`143. Jar of Kraken's Ink - Glass jar slightly more transparent than anything around it. When poured on an opaque surface, the ink instead corrupts light that falls open it. Looking at this unstable spectrum rapidly causes mental trauma`,
`144. Siegestones, 3 - A single stone is enough to blast down a barred wooden door in an instant. Using more than one at a time is inadvisable`,
`145. Cigarettes - Smoke to heal d4 hp. On a 4, you are addicted and cannot heal at all without a smoke`,
`146. Wizard Teeth, 3 - Crush it up and snort it to gain a single-use spell that the wizard knew`,
`147. Wizard Skull - Contains 1d6 bizarre spells, but getting them out is tricky`,
`148. Witch Heart - Absorbs curses during casting. 1-in-6 chance of exploding, releasing all held curses. If pierced, automatically explodes`,
`149. Saint Eyeball - Lick it to reveal hidden spectral presences. Afterwards, have a seizure for d6 rounds `,
`150. Druid Tongue - Eat it to learn the language of an animal you are looking at. 1-in-10 chance that it replaces a different language you know`,
`151. Warlock Ash - If smeared on face, clothes and hair, fools magical detectors into thinking you are them`,
`152. Jar of royal blood`,
`153. Magical Teabags, 3 - If steeped properly in pure boiling water, produce a potion. Only works if drunk hot. Dipping directly into open wounds is not advisable `,
`154. Longhand Gloves - When the thumb is pulled in and the other fingers held straight, six-inch metal wires extend from each digit`,
`155. Bell of the Book-Imp - Summons a small, ugly imp that can memorise any book, as well as recite passages from it. Only remembers one book at a time`,
`156. Nine-Foot Pole - Wooden pole with an iron core, when tapped near a magical trap, the trap will make a noise based on its effect`,
`157. Tunnel-Rat's Pipe - Hollow iron pipe, one end is sharpened. A strange valve allows air to flow only from the sharpened end to the blunt end, and not the either way around`,
`158. Faceflayer of Glitterdeep - Green gemstone knife. Slain targets have their face is replaced with smooth, featureless flesh in 1d6 rounds`,
`159. Havoc Warboots - Renders your kicks as effective at kicking down doors, smashing chests and breaking skulls as a good quality axe`,
`160. Tripwire Knives - Pair of two-pronged throwing knives. If thrown accurately, can cut a tripwire and pin both ends without springing the trap`,
`161. Ring-Dart - 1 damage if punched into exposed flesh. Secret catch on ring causes the barbed-dart to retract to the ring, d6 damage`,
`162. Squidskin Sandals - So long as you are sprinting at considerable speed and aren't carrying much, you can run on water`,
`163. Magnetic Jackboots - Allow you to walk on metal surfaces no matter the orientation`,
`164. Fulmen Nail - Silver stake, a handspan long. Hammer it into an arm to petrify that limb and use it to touch lightning and hold knowledge instead`,
`165. Wand Core - Requires a matching scroll and two thematic components to complete (d6): 1. Angel heartstring, 2. Devil spine, 3. Firebreath gland, 4. Illithid brainstem, 5. Beholder pupil, 6. Unicorn horn`,
`166. Cogitation Engine - By aligning the dials, you can ask this brass machine most questions. Takes a day of winding by a waterwheel or fifty men to answer`,
`167. Fractal Conch Shell - Holds fifty litres of any liquid, fits in the hand`,
`168. Immovable Rod - Latches onto nearest planetary magnetic field when you press the button, detaches when you press it again. Quite strong, but not indestructible`,
`169. Crowbar of Reliability - Immune to bending, magic, acid, fire and most other things. Will abandon owners that use it in combat`,
`170. Girdle of Gender-Change`,
`171. Wooden Mask - Binds when worn, user always sees out of the mask eyes instead of their own`,
`172. Ancestral Skullservant - When blessed with holy water at midnight, the willing spirit of one's ancestor may descend and possess the skull`,
`173. Silver Coin - Contains a fallen angel. Will offer you knowledge, and perhaps power. Don't accept`,
``,
`Weirdness`,
`1. Exceptional Tongue - Your tongue is strong and prehensile and as long as your arm`,
`2. Four-Letter Vision - You can echolocate as long as you're cussing`,
`3. Connoisseur of Rage - You can taste emotions`,
`4. Behold Yourself - You can change your hair and eye colour every time you see your reflection`,
`5. Not All There - 1-in-20 people believe you are a hallucination. They will persist stubbornly despite evidence`,
`6. Bitter Heart - You can make food and drink bitter by scowling at it and thinking nasty thoughts`,
`7. Three-Faced-Liar - Strangers will believe the first three words you say`,
`8. One of your arms is invisible. Not gone, just completely transparent`,
`9. A Gentleman's Agreement - When you die, you can always come back as a ghost`,
`10. Owed a favour from a prescient mage. Once you decide what you want for the it, turn over a rock (or equivalent). Has to be something someone could have placed there many years ago`,
`11. Satan's Little Finger - Actually just the last digit, it's half the size of your forearm. Unknown powers, but you'll instinctively know if there are other body parts nearby`,
`12. Slime living symbiotically in your digestive tract`,
`13. Avenging Angel - When you die, an angel bursts from your corpse and slays everything`,
`14. No belly button`,
`15. You cry oil`,
`16. Soul Gaze - Looking into someones eyes allows you to ask their subconscious one question. They get to ask you one back`,
`17. Quadruple Jointed - One of your arms has an extra two elbows`,
`18. Diplomatic Immunity - If in a strictly fatal environment (black hole, lava etc.) you can survive for 1d6 rounds. Works once`,
`19. Bloodline - A random bodypart is improved, as they were in the ancient times. Roll d8 on the list of Scars, the first time you’d get that result, lose the improvement instead`,
`20. Second Chance - Instead of dying, a random nearby ally takes your place. Works once`,
`21. Bird in the Hand - Can remove and reattach your hand. You can still control it while it's detached`,
`22. Names of people you kill appear on your skin`,
`23. Powerful Name - It echoes and reverberates whenever pronounced `,
`24. Soul Devourer - If you slowly kill someone whose name you know, you can heal all HP or absorb one of their traits`,
`25. Living Bomb - When you die, explode for 2d10 damage`,
`26. Indestructible Hand - While you are alive, your hand cannot be harmed by anything`,
`27. Murder Whistle - You can whistle loud enough to deal 1 damage in a 50ft radius`,
`28. Hidden compartment in chest`,
`29. Glowing Teeth`,
`30. Quicksort - You instantly know how much of something is in a pile`,
`31. If you bring a statue an acceptable gift, it will tell you something it has seen`,
`32. Guide Wires - If about to fall over, wires and clamps leap from ears. Cannot be knocked prone`,
`33. Strange Blood - Blood is replaced with (1d8): 1. Glass, 2. Water, 3. Glue, 4. Ants, 5. Sand, 6. Sap, 7. Spiders, 8. Milk`,
`34. Even Stranger Blood - Blood is replaced with (1d8): 1. Fire, 2. Sound, 3. Even more blood (unlimited), 4. Light, 5. Tiny people, 6. Vacuum, 7. Eyeballs, 8. Failed potions `,
`35. Wyrd Eye - d8: 1. Red dot shows wherever you are looking, 2. Black orb, weeps oil, 3. Red, glows in the dark, 4. Orbits head, empty socket, 5. Green and wobbly, becomes a slime if you die, 6. Grey and milky, sees shadows and souls only, 7. Blue, random location, 8. Cyclops`,
`36. Additional Eye - d6: 1. Forehead, 2. Palm, 3. Stalk, 4. Back of head, 5. Tongue, 6. Cluster on face`,
`37. Eldritch Marks - d6: 1. Blue star on forehead, 2. Grey spots and lines, like constellations, glow faintly at night, 3. Silver lines around eyes, 4. Glowing red circle on forehead, 5. Chest covered with sigils, burned, scarred, 6. Fingertips leave neon traces`,
`38. Ferric Nature - You are slightly magnetic`,
`39. Retractable Head - It sucks all the way into your chest`,
`40. Voice of the Gods - When attempting to intimidate or impress others, there is a 1-in-6 chance thunder rolls off in the distance`,
`41. Owl Neck - Your head can spin around completely`,
`42. Rixator Ignis - You can intimidate small fires into going out by yelling at them`,
`43. Stony Air - You can grab handfuls of gases as if they were solids`,
`44. Trollblooded - You can regrow fingers and toes`,
`45. Powerful Guesser - You can make eye contact with someone and know their second worst fear`,
`46. Haunted - The last enemy you killed haunts you until you replace them`,
`47. Background Fade - When determining an effect that will target one member of the party randomly, you will never be selected`,
`48. Mimicry - After listening to someone for a few minutes, you can perfectly replicate their voice. Only one voice at a time`,
`49. Chameleon - You can change the colour of your skin at-will`,
`50. Water Breathing - You can breath underwater. Duh. You can't heal HP in very dry environments`,
`51. Noxious Gland - Your saliva is greatly acidic`,
`52. Dreaming - When you die, you'll wake up in the real world`,
`53. Saintly - You haven't committed a sin in your entire life so far`,
`54. Hallucinogenic Blood - Roll 1d6 if splashed, drunk or sprayed into eyes: 1. Arms made of snakes, 2. Metal is delicious, 3. Ants in your eyes, 4. In the emperor's harem, 5. Slowly turning to sand and trickling away, 6. Everything is going reeeeally sloooowly`,
`55. Worthy Successor - By making a ten minute speech listing the traits you seek to find, you can bind weapons or armour to a location, thrusting a sword into a stone etc. Afterwards, only someone with all those traits can move the item`,
`56. Temple Body - Your body will never rot. You are immune to gangrene and some other diseases`,
`57. Purification - Your kisses can undo curses. Particular horrid curses might be inflicted upon you in turn, but you'll know this before you try`,
`58. Selective Invulnerability - You take no damage from the first attack you are hit by. You'll never take damage from that type of weapon or element, ever`,
`59. Cause Sneeze - Cause sneezing with an evil glare`,
`60. Peace of Mind - By closing your eyes, you can nullify as many of your senses as you wish`,
`61. Noble - So long as you maintain your high class standards, block the first disease you would suffer from`,
`62. Happy - Instead of suffering from a madness, lose this ability and have a morose revelation instead`,
`63. Hungry - You can eat a ration in a blink to heal d6`,
`64. Come Out, Come Out - You can learn whether you're being observed by posing the question aloud`,
`65. Sleepless - You don't, and can't, sleep`,
`66. Feign Death - You have no perceptible body heat, heartbeat or breathing`,
`67. Vampirism - You don't need to eat, sleep, or breath, but you must drink blood. Allergic to sunlight. Powers and weaknesses develop as you drink more people`,
`68. Squid Arm - You have three boneless tendrils replacing one arm`,
`69. Fae Touched - Anything you say in rhyme is treated as true, whether the listener is mortal or universal. The touch of iron burns you like acid, as do broken promises`,
`70. Trace - Choose one of your fingers. When you run it over a text, you can read and memorise it perfectly`,
`71. Witch Script - If you write something down, you can write a second, secret message that only people you specify can read`,
`72. Palmistry - If you catch a spell or curse in your hand, it'll effect just your hand rather than your whole body`,
`73. Horns - 1d4 of them, sprouting from your head`,
`74. Marked - Ghosts come and find you of their own volition`,
`75. Daily Organ Failure - Disadvantage against poison and illness, but neither can ever kill you`,
`76. Nervous Expertise - Your fine-motor skills are advantaged, but impossible to succeed upon while you are being watched`,
`77. Inner Strength - You are two creatures in one. Your internal ally is boisterous, hungry, and an excellent fighter (d6, 1a). Decide what form they take`,
`78. Surprise! - Confetti shoots out of any container you open for the first time`,
`79. Goldfinger - Your fingers are made of gold, but are still usable as fingers. Valuable, but never grow back`,
`80. Second Opinion - Your arm has a mind of its own. It can help make decisions, but it fundamentally disagrees with you on some key issues`,
`81. Botched Internal Compass - You can always choose to get lost, even when it should be impossible`,
`82. Martyr - Anything that kills you must save or die`,
`83. Snakes for Hair`,
`84. Brachiator - You can swing from your arms as fast as you can jog`,
`85. Bullish - When you see the colour red, you fly into a fury. You can resist, with effort`,
`86. Gunshot Joints - When you crack your knuckles, it makes an incredibly loud sound`,
`87. True Omnivore - You can eat anything at all`,
`88. Cosmic Awareness - You can detect disturbances in the universe. It's not particularly useful`,
`89. Dragon-Sneeze - You sneeze flame`,
`90. Addict - If you resist an obvious opportunity to get your fix, you can't heal until you get some. You can easily mask any phobias, insanities or debilities when you are suitably satisfied`,
`91. Pious - You can pray instead of eating food, but you might still die of starvation. If you have been cursed or sinful, you must atone/confess before you can heal`,
`92. Empty Headed - You are immune to learning, common sense, insanity, fear, mind-reading and sin`,
`93. Lightning Rod - Iron spike from head. Immune to lightning damage. Triple damage from magic`,
`94. Candelabra Head - 2d6 brass arms grow from your head. Can hold candles, potions, or amulets`,
`95. Blind - You can sense the location, position and temperament of every object and creature within 30ft`,
`96. Deaf - You can lipread perfectly and can sign with one hand`,
`97. Old - You walk a little slower, but nothing can ever slow you down further`,
`98. Demigod - Your parent was a very minor deity, but you have "absolute" control over an aspect of their realm`,
`99. Fey Mood - You know how to create an artefact of considerable value. If you aren't making progress on it however, you risk madness`,
`100. Southpaw - You have two left hands and two left feet`,
`101. Scion of Hell - You know how to summon a particular demon. Unfortunately, you are likely to get the "answering machine"`,
`102. The Perfect Criminal - You leave no fingerprints, have no identifying features or scars, and are incredibly difficult to pick out of a crowd`,
`103. Distinctive - Whether it is your hair, your face, your accent or some combination, anyone you meet will remember you`,
`104. Gnomish Trick - You can turn invisible if you hold your breath, stay very still, and close your eyes`,
`105. Betrayer - You have horns, and deal double damage to allies`,
`106. Goblinoid - Your bones are cartilage, you can only eat meat and you can smell as well as a dog`,
`107. Elven Attitude - No wild animal will harm you unprovoked, and are apt to follow you or even help. You take 1 damage if you come anywhere near apologising, or are forced to interact with something ugly or distasteful`,
`108. Ogrish - Taste anything to know its origin, but you can't stop yourself from eating`,
`109. Metal Bones - You are incredibly hard to knock over, and sink like a stone in water`,
`110. Stone Skin - You are immune to fire, and have disadvantage on swimming and running`,
`111. Reptilian - So long as you are warm, you can consume rotten meat and brackish water with impunity. Being very cold prevents you from healing at all`,
`112. Seraphim - When you are angry, proud or joyous, you manifest a pure aura and/or a halo`,
`113. Shark-ish - You grow a new razor-sharp tooth every day. Make sure it has room!`,
`114. Homunculus - You are immune to any spells that have to target a person, and can be brought back to life (or something like it) given enough medical attention. You take 1d6 damage if you disobey a direct order from anybody`,
`115. Born-of-War - When you kill an enemy in honourable combat, you can ask a question of your future in their entrails`,
`116. Tough As Nails - If you suffer an injury you’ll clot in seconds and scar in minutes. Surgery is nearly impossible, but you’ll never die from blood-loss`,
`117. Tougher Than Nails - Sharp weapons will splinter if thrust directly into your bare flesh. Same damage as normal`,
`118. Hammer-Fist - One of your hands has been replaced with a simple tool (d4): hammer, saw, shovel, pliers`,
`119. Your spit is highly flammable`,
`120. Two of your limbs have no bones. Your choice which ones`,
`121. Voice of Prophecy - You can speak in dramatic and bizarre tones at will, might give yourself a sore throat if you over use it. No matter what you say, everyone will listen`,
`122. Dramatic Corpse - In the second before your death, you turn into a statue (only works once, if that ever matters)`,
`123. Easily Modified - Your body responds to limb or organ replacements exceptionally well, just stitch it on/in and away you go`,
`124. Death Cycle - The first thing you kill rises as a loyal undead until it falls apart`,
`125. Eternal Rest - When you die, your soul will exit your body in a pillar of flame and become a new star`,
`126. Transmigration - When you die, your spirit will become meshed with that of the nearest small animal`,
`127. Prosthetic Arm - Made of (1d4): 1. Blackened bone, 2. Sturdy wood, 3. Deft china, 4. Delicate clockwork`,
`128. Know Thyself - You can commune with anything infecting, inhabiting or otherwise within you`,
`129. Smoke Rings - Shape the smoke from a pipe as you wish`,
`130. Tears of Mercy - Your tears (and also blood) soothe pain and hurt`,
`131. Encephalovore - Eat the brains of sentient creatures to learn their memories`,
`132. Iron Eyes - You can see magnetic fields`,
`133. Arboreal Fate - You grow into a tree when you die`,
`134. Mystic Name-tag - Everyone who sees you knows your name`,
`135. Cloud-speaker - Standing in the rain grants you news from far away lands`,
`136. Star-kissed - Meteorites and shooting stars will fall on/near you, given half a chance`,
`137. Clockwork Heart - You require a powerful motive force in order to wind up and heal, like rushing wind, flowing water, electricity. You are immune to poison, undeath, soul-magics etc`,
`138. Featherstep - You don't leave footprints`,
`139. Poison Spot - Blue coin-sized spot on your stomach. Anyone that touches it will probably die`,
`140. Hinged Head - Enormous toothy grin ear-to-ear. Head opens like a box`,
`141. Spit Teeth - d6 damage but you'll run out some day`,
`142. Helpful Tentacles - Two red and blue tentacles appear on shoulders. They try, badly, to help`,
`143. Open Soul - Glowing blue mark on forehead, double the effect of all spells both positive and negative`,
`144. Memorial Bones - When you die, your skeleton will twist into a tombstone detailing your name, life and death`,
`145. Portable Heart - Your heart has fallen out. You can only feel emotions while it’s within 10ft of you`,
`146. Odd Invisibility - Invisible while seated in a chair. Has to be a chair. No benches, stools, etc.`,
`147. Mighty Thoughts - Your hair stands on end whenever you think difficult thoughts`,
`148. Steady Hands - Unnaturally steady. Will never spill a drink. Anything held will not tip or dribble`,
`149. Wizard Whistle - Lips become purple. Can whistle to summon your hat or weapon to your hand`,
`150. Wizard Rage - While angry, you temporarily grow fangs and a frilled red neck crest`,
`151. Wizard Eyebrows - They glow when you experience strong emotions and sometimes shoot sparks`,
`152. Curse Palm - If you slap someone very hard in the face, they must Save or gain a runic scar`,
`153. Musical Flesh - You ring like a bell when struck`,
`154. Unusual Nose - Grows 1 inch whenever you tell a lie`,
`155. Dark Halo - A triangle of vibrant black hovers over your head`,
`156. Geometric Shadow - Your shadow is a perfect rectangle`,
`157. Glowing Tongue - While yelling or screaming, your tongue glows as brightly as a lantern`,
`158. Mirror Face - Your face appears to be that of whoever you are talking to`,
`159. Wizard Voice - Mouth moves out of sync with speech, as if speaking a different language `,
`160. DOOMED - You will die in seven days. Until then, you are immune to Fear, Disease, Stun, broken bones, poison, unholy magic, taxation and instant death effects`,
`161. Clap your hands to take 1 damage and teleport 1ft`,
`162. Cross legs and close eyes to hover a few inches off the ground`,
`163. If you hold your breath, you weigh as much as a feather`,
`164. Pleasant, exotic, spicy smell. Can turn on and off at will`,
`165. Rain or snow will not fall on you`,
`166. You are invisible to cats`,
`167. All of your limbs can pop apart at the joints`,
`168. Eyes Like Stars - You can cause your eyes to glow as bright as a torch. This renders you blind until you turn them off. Leaving them on for significant durations may damage your eyesight`,
`169. Everything is On Fire - If you suffer from an insanity, everything catches on fire`,
`170. Poison Breath - You can breath any toxin with impunity, but those sharing a confined space with you will eventually take d4 poison damage`,
`171. Heart Puppet - By squeezing the heart of something that died in the last minute, you can give it one more round of life`,
`172. Devouring Maw - Your jaw can stretch to impossible sizes`,
`173. One Thousand Lives, Once More - You've been reincarnated hundreds, if not thousands of times. Perhaps you'll find out why this time`,
`174. Changeling - You are a child of the fae, a doppelganger sent to take the place of a real child`,
`175. Really Good Dog - You are a dog. You can understand the words of your allies and anyone they are talking to, but if you are interacting with NPCs alone, you are pretty clueless`,
`176. Enchanted Blade - You are a magical weapon that can mentally dominate anyone you stab or are wielded by. You have +0 STR and DEX and half max HP until you spend a full day attuning to a new body`,
`177. Dead - You are undead. You don't need to eat, drink, breath, sleep. You'll start rotting soon, and you'll need to replace bits of your body, mind and soul`,
`178. Headful - If you are decapitated, your body will run off on its own, and follow its own agenda`,
`179. Worm that Walks - You are a large colony of worms disguised as a single person`,
`180. Commemorative Scars - Each time you are hit with a spell, are almost killed, or achieve a great feat, another scar forms`,
`181. Gristly Genome - When you suffer a mutation, you can change one specific detail of it`,
`182. Abra-ka-what? - You can cast a random spell on a random target. However, each time you do (d4): 1. Take d8 damage, 2. Seizure for d4 rounds, 3. Catch on fire, 4. Mouth full of vermin`,
`183. Skeletonese - Pick one monster you've fought that doesn't speak a language. You can converse with them as if they did`,
`184. Two Goblins in a Big Coat`,
``,
`Talent`,
`1. Improvise - Any item you weren't holding a second ago deals d10 damage, once per item`,
`2. Out of Line - Declare an ally “off-limits”, deal x2 damage to their attackers`,
`3. Rugged - Reroll a failed check by taking 1d6 damage, no limit`,
`4. Headtaker - Dealing 10 damage with an attack automatically removes a head of a creature`,
`5. Fashionable - Fancy clothes provide 1a`,
`6. Druidic Knack - Exceptionally good at predicting the weather (you'll probably just be asked what you think the weather will be tomorrow)`,
`7. Seventh Sense - If an enemy has an additional power or deadly attack, focus on them to learn of it's presence . You'll know its there, but no details`,
`8. Incredible Reflexes - Wearing a loincloth or equivalent and nothing else grants 1a`,
`9. At All Costs - You can survive the death of the rest of your companions, if possible. You lose everything else though. Works once`,
`10. Wall Crawler - You climb just as well without climbing gear as with it. If a climb would be trivial using gear, you don't need to roll, even if you're free-climbing. If a climb would be impossible using gear, you can roll anyway`,
`11. Mischief Maker - You can disarm, trip or pickpocket any enemy without a roll as an action. Only works once per enemy`,
`12. Party Rivalry - Choose another party member as your rival. Gain the exact opposite of one of their abilities. If they die, you lose this ability and are filled with a profound sense of loss`,
`13. At one with the Land - Pick or roll (d6): 1. Grassland, 2. Desert, 3. Mountains, 4. Forest, 5. Coastal, 6. Tundra. Each time you enter a new instance of that terrain, ask a question. It’ll either be answered, or you’ll know where to get the answer`,
`14. Double Jump`,
`15. Hoard Breaker - If you are dual-wielding and surrounded by enemies, you can make a single attack against every enemy`,
`16. Scrounge - If you dig through a pile of trash, you always gain a random item`,
`17. Threat Assessment - By looking into someone’s eyes, you can determine their killcount in terms of: None, One, Many`,
`18. Angry - Always attack first if you immediately charge`,
`19. Bizarre - Instead of rolling a d20, you can flip a coin, heads critical success, tails critical failure. It never looks like skill`,
`20. Cowardly - Block the first attack while fleeing for your life`,
`21. Cruel - When you down an enemy, you can either kill them brutally or let them live in pain`,
`22. Curious - When you search, you can always find something hidden, good or bad`,
`23. Linkboy - Torches you hold last three times as long`,
`24. Desperate - Drop to 0 HP to automatically succeed on a check`,
`25. Fated - Once, ever, roll with a +10 bonus`,
`26. Light Finger, Heavy Blow - If you've stolen something from somebody and they don't know you have it, deal +d8 damage when you hit them with it`,
`27. Determined - After you stand up from prone, are disarmed, dropped to 0HP or are grappled, you can declare that you are getting serious. This may cause enemies to have second thoughts`,
`28. Flamboyant - While active you are always noticed first in a crowd`,
`29. Gallant - People you protect reroll failed saves`,
`30. Greedy - Know the exact value of anything you hold`,
`31. Confidence - Advantage to all rolls in a day until you fail one, give up on something or are thwarted`,
`32. Breaker - Make a disadvantaged Strength check against someone you are grappling to tear off a limb of their choice, this also breaks the grapple`,
`33. Helpful - Your friends can reroll a d20, once per person`,
`34. Innocent - Anything will hesitate to kill you, at least for a moment, if you ask them for it`,
`35. Knowledgeable - Learn a new rumour each session`,
`36. Armourer - You can resize armour to fit anyone, so long as you have the materials for it`,
`37. Weaponsmith - You can turn two broken weapons into a single working one, combining some of the traits in the process`,
`38. Locksmith - Once you’ve picked a lock at least once, you can repick it without a check, or with a check as single fluid motion`,
`39. Monstrous - Convert an insanity into a mutation over a rest`,
`40. Paranoia - Receive a warning before you do anything extremely dangerous. No details`,
`41. Pompous - Enemies that fail a morale check and would flee/rout (not retreat) instead grovel`,
`42. Righteous - Counts as a shield against anyone philosophically opposed to you`,
`43. Stalwart - The first time you would die in defence of another, you are instead healed to full`,
`44. Zealous - Your voice counts as a holy symbol`,
`45. Tactician - If you plan a battle and its still going to plan, everyone joining in can block 1d6 damage once`,
`46. Meatgrinder - Make an extra attack when you down an enemy`,
`47. Pugilist - Make an extra attack per round while unarmed`,
`48. Montaya - Once, ever, say your catchphrase, full name etc. to your sworn enemy to heal to full and gain an extra attack for the rest of combat`,
`49. Metabolic Control - You can set your body to x2 as fast or x2 slower. Takes a full day to tick up or down. Eat, age, run and think at that speed`,
`50. Devastator - If you stun an enemy or knock them prone, make another attack`,
`51. Unseen Flurry - Make an extra attack if the enemy cannot see you`,
`52. Nightmare - You can always move faster than someone who is running away from you and fleeing for their life`,
`53. Sentinel - Make an free attack when an enemy retreats or moves past you`,
`54. Leader - Make an extra attack when you charge into battle`,
`55. Veteran - Make an extra attack per round while in formation`,
`56. Wolfpack - When you have an enemy surrounded, anyone in the group can make a free attack each round`,
`57. Lawbringer - For every real crime you know the target has committed, you can make a free attack or grapple check against them, one per turn`,
`58. Mage Slayer - Make an attack immediately against an enemy in melee range that casts a spell`,
`59. Rage Spiral - As an action, fall into a mad frenzy. This add +d4 to all melee attacks, increasing up a die size each round up to +d10. You have to make a melee attack each round while in a rage, either against an enemy or an ally. Make a CHA check as an action to calm down, but if you fail you hit yourself or an ally instead`,
`60. Don't Got Time To Bleed - You can put off ongoing damage until right before your next rest, where you take maximum damage`,
`61. Omnilingual at Insults - You can swear, curse and blasphemise in every known language`,
`62. Drunken Master - After taking a swig of strong alcohol as an action, the next attack against you automatically misses and hits a random nearby target`,
`63. David - Deal +1d6 damage with one-handed weapons to any large target that is on the ground, surprised, blinded etc.`,
`64. Duelist - So long as you fight with one weapon and a hand free, you can make a gambit when you are attacked`,
`65. Rabid - Your bite deals d6 damage and freaks everyone out`,
`66. Wind Stance - Immune to ranged attacks if you are unarmed, unarmored and prepared for them`,
`67. Alchemikludge - You can kludge a potion into three doses with half effectiveness each, reverse a potions effect, distil alcohol, make soap, turn gold into lead, grind lenses, and turn fire into any colour of the rainbow`,
`68. Architectish - You can make accurate mental maps and sketch them perfectly. You know the general plan of any building you see, as well as which walls are load-bearing, and where the designer may have hidden secrets`,
`69. Astrologonomy - You can make a prediction about the future overnight instead of sleeping. It always comes true, but it may be in a strange form, a dream, a message or applying to the wrong person. Also, you always know when the next major astronomical event is happening (the first time you use this, you can declare when it'll be)`,
`70. Mathematika - You can perform advanced algebra in your head, predict the flight paths of objects with perfect accuracy, accurately eyeball measurements, and judge the amount of strength (and length of lever) you would need to lift any object`,
`71. Etiquetteful - You know how to compose yourself and seem like you belong, no matter the social scene. You know the name of everyone who is anyone`,
`72. Orators Lungs - You can get and hold a crowd's attention for as long as you're speaking. Your voice carries over distances of up to a mile. If you shout, you can distract people in earshot`,
`73. Muse - Your artwork, whatever form it takes, can evoke a powerful emotion of your choice in those that experience it. This is exceptionally powerful if you are inspired by an event or location of great beauty or terror`,
`74. Engineerable - You can make ball bearings, springs, gears, lever-actions, winches and sundry other mechanical components from scratch. You can also turn a lot of ore into a small amount of pure, workable metal`,
`75. Conjure "Useful" Items - You always have a piece of string, a stub of chalk, a smooth pebble and a worthless coin in your pocket. You don't actually create or summon these items, only absent-mindedly collect them and somehow always have just enough for your needs`,
`76. Old Faithful - You always, no matter what, have a small dagger on your person`,
`77. Crossed the Deserts Bare - You can go three times as long without food or water as a normal person`,
`78. Breathed the Mountain Air - You can tell at a glance if a route is impossible`,
`79. Travelled Every Road in This Here Land - Once, ever, you and your companions can visit The Crossroads, which lead to any road reachable`,
`80. Brute - Advantage to STR checks, but either you, an ally or a held item takes d4 damage for each failed roll`,
`81. Locus of Mass - Advantage to STR saves with your hands pressed together`,
`82. Ritual - Advantage to DEX checks so long as you have time and something to calm yourself down, incense, an amulet etc.`,
`83. Nimble - Advantage to DEX saves while unarmoured and with both hands free`,
`84. Demagogue - Advantage to CHA checks if you are unarmed and relaxed (not running away)`,
`85. Protagonist - Advantage to CHA saves if you suffer them while protecting an NPC`,
`86. Glass Jaw - Take an additional d6 damage from all sources, deal an extra d8`,
`87. On The Shoulders of Giants - Defeating an enemy more powerful than you, whether in combat, in sport or other more esoteric fields, grants you one expendable use of their abilities`,
`88. Assassinate - You can wield positioning and timing like a weapon, dealing d8 damage with nothing but your hands and nearby objects`,
`89. Hypnotic Voice - If you are making eye contact with someone, you can make them repeat a sentence you say`,
`90. Martial Arts - Your unarmed attacks deal 1d6 damage, you don't suffer penalties from attacking armed targets`,
`91. The Fool - When you are in serious danger, declare that you are hoping for the best. You (and possibly your friends) will be removed from the situation in an unlikely piece of luck. However, you can't use this ability again until either you suffer an incredibly bad turn of luck, or mess up a plan (un)intentionally`,
`92. Unkillable - When you are slain, you rise again. You will die for good in five rounds, but not until then`,
`93. Chirurgeon - You can amputate and cauterise a wound as an action each, pull teeth with a hammer, and sterilise with vodka. It's brutal, but it works`,
`94. Bad with Maths - When you use up the last of a consumable resource, there's a 50% chance you had one left. If not, or once used, can't be checked again until you restock fully`,
`95. Heavily Armed - One of your arms is a chainsaw or similar, powered by your blood, deals d10 damage. If you use it constantly or as a tool, drains d4 hp of your blood`,
`96. Falling with Style - So long as you jumped, and have room at the bottom to roll, you never take falling damage`,
`97. Knight - Gain heavy armour (2a), a knightly weapon (d8), and a horse (6hp). Are all of them yours?`,
`98. Indomitable - You can "sunder" a limb to block 1d12 damage`,
`99. Juryrigger - Spend a day replicating or overclocking a magic item, one use`,
`100. Nose for Trouble - You can always tell which direction has the most danger`,
`101. Perspective - Once per turn, make yourself the most or least noticeable member of the party`,
`102. Infiltrate - Walk offstage, declare you are a member of the NPCs present at any time`,
`103. Last Stand - While at 0hp, instead of taking a blow, burn your final reserves. For three rounds, you take no damage. After that you cannot use this ability and take max damage from all attacks forever`,
`104. You go Low, I go High - Pick one ally. When the two of you attack the same target, both of you get an extra attack. While you are protecting each other, one of you gets an extra attack each round`,
`105. I Know a Guy - Whenever you arrive at a new town, you can name someone that you know. Otherwise, the first time you meet a new person in a town, you can say you know them`,
`106. Minions - You have a band of 1hp followers (10hp, d12). They are loyal to you unless they are hungry, bored, being slaughtered, or being sent into battle alone. Preventing them from routing or orders more complex than "follow me! / run away!" require a CHA check`,
`107. Supreme Focus - Before beginning a task, you can set any number of conditions. Beyond being knocked unconscious or killed, nothing but those conditions will halt your trance-like progress`,
`108. Ludicrous Strike - When you disarm someone, remove a limb, or kill via decapitation, you can make a ranged attack at a nearby enemy using the lost object`,
`109. Judge of Character - By spending a few minutes in idle conversation with someone or engage in single combat, you can ask one question about them starting with “Why”`,
`110. Giddy-up - You can "speak" with any horse you are riding, so long as it likes you`,
`111. Titanic Grip - You can hold two-handed weapons and objects in one hand`,
`112. Snapshot Vision - Looking at a scene for less than a second, you can "store" it and review it later at your leisure. Can only store one moment at a time`,
`113. Stern Glare - 1d4 non-lethal, doesn't appear to be an attack`,
`114. Tiger Claw - If you extend two fingers, they are as sharp as a dagger and deal d6 damage`,
`115. Spear Kick - If you have space for a run-up, you can make a flying kick in a straight line in any direction. Deals d8 damage, knocks you prone`,
`116. Empty Palm - A free hand counts as a shield. "Sundering" doesn't destroy your hand, but you will have to return to a monastery and meditate for a while to recover this ability`,
`117. Breath of Cutting - So long as you aren’t wearing armour and it’s not too windy, your attacks with slashing weapons have the range of a bow`,
`118. Shatter Ki - By punching someone, you can remove one of their magical or combat abilities for 1d4 rounds. You have to know what it does first, and you have to be about their size`,
`119. Bannerlord - If you are holding a banner, an ally that has sworn an oath to it can make an additional attack in a round`,
`120. Dramatic Entrance - At any point, you may exit the current scene. Later, you can reveal yourself to have been a background character, disguised as a bush, or swing in through an open space. Must spend at least that round announcing your return in a suitable manner`,
`121. Feat of Strength - Take d6 damage and add it to a Strength check you make, as many times as you want`,
`122. Hands Like Bloodied Meat-Hooks - Your hands deal d6 damage. You can choose to increase this to d8, but once you do so, you can never craft objects or use tools again`,
`123. Lonesome Wanderer - If you are ambushed, you can notice moments earlier and catch your attackers by surprise, one attack against each of them. You lose this ability if you spend more than one night a year in the same building`,
`124. Merchant Magnetism - Whenever you go on a journey, you can always find someone willing to buy and sell goods. If you ever attack a fellow merchant, save or die`,
`125. Boomeranger - You can throw any weapon as if it were a dagger, it'll bounce back to you if you are within half that range`,
`126. Brotherhood of Heroes - If you fight side-by-side with someone, the two of you can decide to swap any two abilities. It has to make sense, and it might take a little while`,
`127. Sake the Bloodthirst - If you kill a living creature, you can take 1d8 damage in order to make a free attack against every reachable creature of the same type. You can move a number of spaces equal to the damage you took`,
`128. I'M NOT DONE WITH YOU YET - By beating the shit out of someone or something that would've been killed last round, you can bring them back to gasping, helpless life for another minute`,
`129. Elemental Fist - Your unarmed attacks can deal damage of any element you choose, so long as you have a sample of it nearby. Deals d4 damage`,
`130. A Taste of Home - You can eat/swig the unique ration you've brought with you to heal to full HP`,
`131. Stand Tall - While protecting someone who needs your help, they gain 1a`,
`132. Funambulism - So long as you have both hands free, you can jump twice as far. If there is a stable wall to run on, you can move twice as far again`,
`133. Vengeance - If someone kills someone you care about, or destroys something you cherish, you deal x2 damage to them forever`,
`134. It Belongs in a Church! - Every time you return a valuable holy relic to the church where it belongs, gain a minor boon relating to that relic`,
`135. Last Stand - Take 1d6 permanent HP damage in order to heal to full`,
`136. Mantra of Pree Aesma - So long as you are carrying no weapons, your unarmed attacks deal d6 damage. You can take 1 damage to make an extra unarmed attack, as many times as you want `,
`137. Principle of Cutting - No matter how damaged the weapon you are carrying may be, you can still use it perfectly and to its full extent`,
`138. Unquenchable Will - At any point, you can declare an action you will not take, like dropping your sword, moving aside, or falling over. After that, so long as you are conscious, it’ll never happen. Only one declaration at a time`,
`139. Monster Slayer - Track the biggest, most dangerous creature you have killed. Against anything smaller or weaker, you have 1a`,
`140. Mentor - Three events have to occur to use this ability: 1. Another character you have fought side by side with, dies. 2. Meet a new ally that has heard of the first. 3. You take the new ally as your protege and they proves themselves to be worthy. Afterwards, your new protege learns one ability your dead companion had`,
`141. Spot Opportunity - Each round, a random ally gains an extra attack against a random enemy`,
`142. Smite - So long as you are bold, honourable and offer them mercy, your attacks deal +d8 radiant to sinners`,
`143. Divine Quest - If you complete it, you and all your allies gain d6 max HP. It's near impossible, but you've got a shot at (d4): 1. Finding a long-last artefact, 2. Ending a crusade, 3. Freeing your people, 4. Making peace with The Immortal Beast`,
`144. Crusaders Mantle - If you solemnly dedicate a coming battle to your god, all allies can +/- d12 from a single roll during it. If you fail, you can never use this again`,
`145. Lightbow - Doesn't require arrows, shoots a beam of light in a straight line`,
`146. Knife-Blink - If thrown and max damage is rolled, the thrower is teleported to the target and is holding the dagger again`,
`147. Knock-Knock Axe - Very loudly explodes wooden doors when you say "knock knock"`,
`148. Spear of Heaven - Deals lightning+slashing damage, ignores metal armour, can be thrown directly upwards to land as a lightning bolt next round, dealing 1d20 damage and being destroyed`,
`149. Negaton Mace - Extremely heavy, twist the base to start a timer, causes an implosion and an earthquake upon detonation`,
`150. Lantern-Mace - Bludgeoning+radiant damage. Burns eternally while you stand and fight, can also hit ghosts etc. while lit`,
`151. Blade of Truth - If you have asked the target a question, this weapon only deals 1 damage if they answer truthfully. Deals +d10 damage against those that have betrayed you`,
`152. Thunder Hammer - Strike a piece of metal to damage it and create a loud thunderclap. If you use it to propel a piece of metal, the thunderclap comes from where it lands`,
`153. Storm Razors - Long metal poles, magnetically bound. Takes an action to unbind, causing lightning to arc between them. d12 damage, incredibly unstable, being struck will cause one razor to fling in a random direction`,
`154. Axe of Cleaving - If you kill an enemy, you can and must make an extra attack`,
`155. Scintillating Rapier - d8. Once you kill an enemy in a stylish manner, this weapon deals +d4 fire damage, a darting point of light. Lasts until combat ends, or you act boorishly`,
`156. Maul of Destruction - d10. Has a rocket and a trigger. If the rocket fires away from the target, deal +d8 damage and knock them back. If the rocket fires towards them, deal +d6 fire to them and everything adjacent. Requires cleaning and a vial of oil each use`,
`157. Sword of Damocles - By plunging the blade into the ground and praying over it as an action, you can make ranged attacks with it. Lasts until you stop praying or the sword is pulled`,
`158. Longsword of Attacking Twice in a Round`,
`159. Dagger of Sneak Attack - If multiple dice apply to your attack, add them together`,
`160. Helmet of Lasers - Requires both hands and a head to operate, deals d8 fire damage somewhere you can directly see. Overuse can cook your brain`,
`161. Holy Avenger - If used to kill a fiend or undead, they burn to ash and salt. The sword glows with a pure white light and deals +d6 radiant against such foes`,
`162. Dancing Sword - Can be set loose on an enemy or group of enemies and will attack each round. Difficult to re-capture unless it has killed at least once`,
`163. Vorpal Sword - Deals 1d8 damage, if you roll an 8 then roll again and add. Snicker snack`,
`164. Runeblade - Can parry spells, reduce damage taken by d6. If damage matches exactly, reflect the spell instead`,
`165. Cannon - Deals 1d20 damage to a crowd, a structure, a stationary or large target. Takes ages to load, needs at least three people to transport. Start with enough powder for five shots. Misfire if you roll a 13`,
``,
`Arcana`,
`1. Speak with (d4): 1. Fire, 2. Water, 3. Earth, 4. Air`,
`2. Speak with (d6): 1. Metal, 2. Lightning, 3. Ice, 4. Acid, 5. Dead, 6. Plants`,
`3. Speak with (d12): 1. Locks, 2. Shoes, 3. Blood, 4. Roads, 5. Potion, 6. God, 7. Stars, 8. Darkness, 9. Birds, 10. Dreams, 11. Disease, 12. Dave`,
`4. Detect (d6): 1. Illusion, 2. Invisible, 3. Observer, 4. Sin, 5. Water, 6. Fear`,
`5. Detect (d12): 1. Alcohol, 2. Birds, 3. Magnets, 4. Dave, 5. Drugs, 6. Polearms, 7. Clocks, 8. Paper, 9. Numbers, 10. Goblins, 11. Absence, 12. Garbage`,
`6. Word of Power (d6): 1. BREAK, 2. GROVEL, 3. CEASE, 4. FALL, 5. SILENCE, 6. RUN. Anyone who hears you pronounce it must incorporate it in their next action, somehow`,
`7. Word of Power (d20): 1. DANCE, 2. LIE, 3. YELL, 4. THROW, 5. LIVE, 6. TURN, 7. SPIN, 8. SLEEP, 9. LIVE, 10. BURN, 11. THINK, 12. SPEND, 13. SING, 14. LEAVE, 15. REMEMBER, 16. EAT, 17. PULL, 18. STRUGGLE, 19. HOLD, 20. IGNORE. Anyone who hears you pronounce it must incorporate it in their next action, somehow`,
`8. Rune of (d8): 1. Fire, 2. Water, 3. Earth, 4. Air, 5. Lightning, 6. Acid, 7. Death, 8. Life. Affix to a weapon or source of power to create an elemental alignment`,
`9. Rune of (d8): 1. Explosion (d10), 2. Locomotion, 3. Barrier, 4. Pain (d6 area), 5. Teleportation, 6. Magic (casts attached scroll or wand), 7. Summoning, 8. Dispelling. Requires magical fuel to recharge`,
`10. [blank] Wizard - You can enchant and control your domain (1d10): 1. Spider, 2. Silk, 3. Skull, 4. Drug, 5. Soul, 6. Gem, 7. Sword, 8. Gun, 9. Garden, 10. Glass. Once a spell has been cast on an item, it can't be used for magic again. Start with three uses`,
`11. Acid Arrow - 1d4 acid damage to target you can see, ongoing until washed off or 4 is rolled`,
`12. Shocking Grasp - d10 lightning damage to held target, take d4 yourself`,
`13. Firesnap - Create a small flame at will (d4), easily ignites flammable material (d6 ongoing)`,
`14. Judgement - d6 radiant damage by lambasting someone for their sins`,
`15. Dread Curse - d6 necrotic damage to a target who believes they will soon come to harm`,
`16. Horrifying Thoughts - d4 psychic damage to everyone you communicate the thoughts to`,
`17. Glacial Heart - d6 cold damage to anything you hold and breath upon`,
`18. Unholy Miasma - d6 poison damage to every creature adjacent to you`,
`19. Magic Knucklebones - Implanted in the hand of your choice, deal d6 fire+poison damage, or d12 while holding a face. Only effects living creatures`,
`20. Resonant Link - By heating up or cooling an object, you can cause a very similar or identical object to change the same way`,
`21. Mage Hand - Manipulate anything up to 20ft away. If a roll is needed, use CHA`,
`22. Illusory Double - They can match you step for step, splitting apart on your signal. Die in a single strike, you'll need to hold a proper funeral for them to come back`,
`23. Bird-in-the-Hand - You can summon and dispel a tiny magical bird that obeys your every command`,
`24. Blinding Touch - Pick one of your hands. While it remains in contact with bare skin, you can decide if the target can see or not moment to moment`,
`25. Cold Snap - Pick two of your fingers. When you snap them together, a nearby portion of liquid freezes solid. Must be visible`,
`26. Hold Noise - Pick a hand. If you clench it at the same time someone speaks or something makes a noise, it is silent. When you release that hand, the noise issues forth`,
`27. Talons of the Sea Witch - Pick a hand. You can turn blood, salt, sand, water or wine held in this hand into an equal amount of anything else on the list`,
`28. Alter Self - So long as you keep all your muscles tensed (no attacks or taking damage) you can change your appearance to match that of someone else`,
`29. Telepathy - You can speak into the mind of anyone you can see, they can reply if they make eye-contact with you`,
`30. Shapeshifter - If you wrestle an animal the the ground and eat it, you can transform into it. Works once per animal`,
`31. Wards of the Mind, Body and Soul - If you would suffer from a disease, curse or insanity, you can choose which of the three you would suffer from`,
`32. Rope of Repairing - When you whistle, this rope will bind itself back together, so long as it hasn't been burnt or melted`,
`33. Skim Thoughts - You can read the strong surface thoughts and emotions of those around you while concentrating`,
`34. Binder - Say the true name of a spiritual or undead being to give it a command. If it refuses, it takes 1d20 damage. Works once per creature`,
`35. Magic Shield - Block one attack as an action, so long as you can see the attack coming`,
`36. Enthrall - Stare into the eyes of someone whose name you know, and give them a command, optionally with a condition. They will perform it, in a daze. If made to hurt themselves or someone, they will snap out at the last moment`,
`37. Hex - Cause bad things to happen to a superstitious target by describing them happen in gruesome detail`,
`38. Wizard Vision - At a thought, you can detect if something is an illusion, invisible, shape-shifted, or a spellcaster. The price is either your sanity, as you reject the etheropelagic visions, or your soul as your are alienated from normal lifeforms`,
`39. Dowsing - If you hold half of something, it will tug towards the other half`,
`40. Spirit Confession - Touch someone to learn if they have killed another sentient creature in the last 24 hours`,
`41. Soul of Iron - Take 1d8 damage to reroll a save against a spell, demonic attack, or soul-altering effect. You can take the damage as many times as you like, wounds you take appear as stigmata or premature ageing`,
`42. Sacrosanct - Take d12 damage in place of a mutation, disease, disfiguring injury or anything that would alter your body against your will`,
`43. War-Form - You can transform at-will into a bestial oily monster with your face. +6 HP, d8, 2a. Transforming back is complicated at best`,
`44. Eternal Elemental Student - After you suffer a Scar from a source of elemental damage, you can learn to speak and eventually channel that element`,
`45. Seven-League-Boots - Sends you careening across the countryside with every step. Tripping deals d10 damage`,
`46. Rod of 77 Parts - One single piece. Tugs towards other parts if they are anywhere nearby, as well as (d4): 1. Deals +d4 necrotic damage, 2. Allows you to walk on water for three steps, 3. Make eye-contact to bind both the target and yourself in place, 4. Jump vertically great heights. Additional parts of the rod increase the effectiveness of all powers`,
`47. Bag of Holding - The size of a warehouse inside`,
`48. Ring of Organic Invisibility - Does not apply to equipment or clothing`,
`49. Alter Ego - Create a dissimilar persona, you can transform into them or back as an action`,
`50. Monocle of Entropy - If you stare at something long enough, it will fall over. 1 round for a candlestick, 1 minute for a sleeping cow, 1 hour for a small tree, 1 day for a cottage or large tree, 1 week for a castle. Must be within 100ft`,
`51. Witch-Thumb - Any seeds you plant grow to full adulthood and beyond within seconds and die within the hour. Nearby ground is rendered barren and no new seeds are produced`,
`52. Orb of Binding - If you bonk it on the head of a heavily injured (but not dead) enemy, they might be trapped within the orb. Henceforth, you can summon them out of the orb as an action to fight for you. If they die, the orb cannot be used again`,
`53. Heavenbound Messenger - As part of an honest funeral, you can include a message or request do the gods of death with the body of the deceased. It'll reach them, eventually, but you best be respectful`,
`54. Goblin Horn - Blow to summon 1d6 goblins`,
`55. Conduit of Chaos - You can use two magic items / abilities in a single round, the effects of both are fused together`,
`56. Runestones - Ask 1d6 yes/no questions of the stones, on a 6 something else comes to find you and answer`,
`57. Skindancer - By touching bare skin, you can transfer your soul into a new living body. Must be humanoid. +0 to all stats until you spend a day getting used to a new body`,
`58. Fey Fletcher - Carving a targets name into an arrow will make it hit unerringly (max damage)`,
`59. Impossible Disguise - You can craft disguises so perfect that even you are fooled by wearing them. Specific people require elements from their life to make. Save or take on aspects of their personality each day you wear it`,
`60. Shadow Arts - Taking an action to centre yourself (lasts until combat ends), and an action to leave your shadow behind, you can return to your shadow at any point in the next minute no matter where you are`,
`61. Exploding Blasphemy Skulls - You can turn decapitated heads into improvised explosive devices`,
`62. Void Soul - You are immune to magic. You can't see, touch, use or interact in any way with spells, scrolls, wand, some potions`,
`63. The Last Job - Enchanted skull of a dead thief and a personal trinket from when they were alive. Trinket becomes hot if anything living is seen by the skull`,
`64. Gregor's Boots - Flashy red boots with ink-stained laces. If you jump at the exact moment a spell is cast at you, you will be flung away from the effect`,
`65. Partho's Diminutive Spear - Black-iron rod, 2ft long. Hidden catch extends it to a full-length spear, or compress back into rod form`,
`66. Chalk of the Pact-Maker - Nothing even remotely magical can cross a line drawn of this chalk`,
`67. Horrid Mask - Anyone wearing the mask cannot help but follow any command given, and will continue to perform it even if killed`,
`68. Limited Wish - Beware the recoil of powerful wishes. One use`,
`69. Flaming Blade - You can ignite any bladed weapon you hold, damages the weapon rapidly unless it is made of exotic metals`,
`70. Scabbard of Returning - A linked weapon you throw or drop can be summoned back to it`,
`71. Crow Feast - If you prepare a corpse, crows will come and tell you news`,
`72. Ironic Curse - Through the use of a sympathetic link with the target, either prevent them from repeating an action they just took, or force them to repeatedly take it`,
`73. Tooth Demon - Crush a tooth (ritually, and with care) to deal the owner 1d20 damage`,
`74. Lantern of Revelation - Burns with blue flames that point the way to secrets`,
`75. Un-Eyepatch - Allows wearer to project their vision up to 30ft away`,
`76. Grim Harvest - The round after an enemy dies, spend an action to harvest their soul. You can only hold one soul at a time, and fire it deals damage equivalent to their nature (goblin = 1d6, ogre = 1d10, dragon = 1d20). You'll likely find other uses for harvested souls`,
`77. Wand of Enchantment - Holly and amber. Animates furniture, can't command it, but some might be friendly anyway`,
`78. Wand of Recovery - Hazel and ruby. Restores function to a limb or body-part, but only while continuously applied`,
`79. Wand of Purification - Bone and amethyst. Cleans one target, and causes a different clean target to become equally filthy `,
`80. Wand of Truth - Silver and oak. Causes forgeries and liars to glow`,
`81. Wand of Binding - Gold and onyx. Locks one thing together while focused upon, a joint, a lock, a lever, a knot`,
`82. Wand of Transmutation - Copper and flint. Turns (1d10) into (1d10): 1. Stone, 2. Mud, 3. Fire, 4. Flesh, 5. Metal, 6. Wood, 7. Slime, 8. Light, 9. Water, 10. Pain. Either slow, temporary, or must be recharged afterwards`,
`83. Wand of Illusion - Tin and paper. Allows you to draw illusions into being. Last until touched. If you want it to move, must recharge afterwards`,
`84. Wand of Insanity - Bronze and ivory. Target suffers a particular madness while pointed at them (d6): 1. Desperate to impress dance partner, 2. On fire, 3. Is a spider, 4. Floor is snakes, 5. Gravity swapped, 6. They are king, you are putting on a play for them. You can choose or invent a madness of your own, but requires charging afterwards`,
`85. Wand of Ventriloquism - Elm and emerald. Your voices comes from wherever it is pointing`,
`86. Wand of Magnetism - Yew and steel. Small button near the base that determines whether it pushes or pulls iron objects. No stronger than a man`,
`87. Wand of Zapping - Pine and sapphire. 1d6 lightning+force damage, very fast, if a 6 is rolled deals 1d4 damage until recharged`,
`88. Wand of Blasting - Onyx and iron. Knocks over a target that isn't braced for it`,
`89. Wand of Hellfire - Obsidian and bone. Ignites any target if continuously applied, one round for smoke, two rounds for flames. Can let the spirit inside loose, but you'l have to trap it again to use the wand`,
`90. Wand of Linking - Glass and marble. What happens to one marked target happens to the second`,
`91. Wand of Pain - Lead and granite. Inflicts incredible pain at close ranges, moderate agony otherwise`,
`92. Wand of Inversion - Balsa wood with a ruby tip. Explosions and fires instead freeze, loud noises muffle all sound, curses become blessings. Must be used at the exact same moment`,
`93. Wand of Treasure - Jade and glass. Tap an untouched chest with it to double the loot inside. However, if the chest is trapped you take double damage and it is automatically sprung`,
`94. Wand of Distraction - Brass and glitter. Roll twice each time. If you roll doubles, it's exceptional but wand must be recharged. 1d8: 1. High pitch, 2. Deep boom, 3. Freaky, 4. Flashing lights, 5. Smoke and sparks, 6. Moving spectres, 7. Honking, 8. Itchy`,
`95. Wand of Pebble Command - Only targets one small round rock, must fit in a hand. They can roll and flip, no stairs. Command all visible pebbles, wand must be recharged`,
`96. Astral Projectionist - When you sleep and dream of a location, you can see what is truly there. Beware, for your body is uninhabited for the duration…`,
`97. Windup Golem - Knee high. Requires considerable force to wind the mainspring. Can follow up to 10 words of instructions. If the spring is broken, deals 1d20 damage to everything in a line`,
`98. Bottled Elemental - Random type, requires a suitable quantity of its material to survive outside the bottle`,
`99. Locked Grimoire - Contains 2d6 bizarre spells, breaking the lock deals d12 damage and inflicts a curse`,
`100. Crown of Command - Power over (d4): ice, dust, metal, slime. Take 1 damage each time you use it, 2 for major efforts`,
`101. Scryball - Flapping eyeball, fuelled by brain fluid. Anything it sees is reflected in a matched crystal ball`,
`102. Cryptogrammer - Send an eight-letter message to anyone you see fit. Messages can be sent to specific people, types of people, in an area etc. They'll always know it came from you, and it might take a while to get to them `,
`103. Magnificent Folding Bed - A simple bedroll that unfolds into a comfortable four-poster bed. Anyone in the bed when it is refolded is dropped into a small pocket dimension filled with clean linens and forgotten clothing`,
`104. Shatter Cubes, 3 - Fragile glass cubes. When broken, anything they are in contact with shatters like glass as well`,
`105. Chime of Unlocking - 1-in-12 chance of breaking, otherwise opens any mundane lock with a loud ring. 1-in-6 chance of breaking on a magical lock`,
`106. Graven Visage - If you carve a face into wood, you can see and hear through it. Can't make a new one until the old is destroyed`,
`107. Flight - You can't carry anyone else or anything heavy, but you can definitely probably manage wobbly flight`,
`108. Mask of the Demiurge - While worn, sprout a glowing mandala of eyes and two extra arms. Only time will tell if this is an artefact of angels or demons or otherwise`,
`109. Doom Treader - By spending some time meditating, you can view your own corpse from an alternate reality that died from something reasonably likely and nearby`,
`110. Portal Rings - Anything passing through the red ring emerges from the blue ring at the same speed, and vice versa`,
`111. Hell-Slave - Invisible murder machine, can't go further away than eyeshot, d10 fire+slashing damage. If you die and have used it even once, it'll take your corpse on a joyride`,
`112. Origamist - Animals you fold out of paper come to life`,
`113. Murder Nail - A tiny d4 spike. If used to kill someone, increases to d6 and so-forth. Once used to kill someone as a massive blade (d12), shatters into scrap metal and a tiny d4 spike`,
`114. Bronze Lamp - The spirit inside can't grant wishes, but it is strong, has vague magical powers and can't leave the lamp without permission`,
`115. Fireball - Begin charging as an action. If you are struck before releasing it, it explodes in your face. Throw as another action, dealing d12 fire area. If you roll 10+ then your hand/spellbook/wand/staff is on fire as well`,
`116. Conjure Lightning - Once per real storm, direct where a lightning bolt will go`,
`117. Psychic Awakening - Your latent telekinesis is as strong, as precise and as dangerous as a drunk giant. d12 damage if used directly, control your temper`,
`118. Timeglass - This spyglass shows what something looked like ten years ago`,
`119. Candle of Fate - Place a hair as the wick. As the candle burns, the owner of the hair will age preternaturally fast, dying as the candle burns out. This candle can burn for "100 years" of lifetime, taking about an hour total`,
`120. Destined - You cannot be killed be any man`,
`121. Secret Name: Shaimok - When you fire any handheld ranged weapon, it does not obey gravity, travelling in a straight line until it hits a target. If you tell someone the word, you will transfer this ability to them. If you die, Shaimok remains with your corpse`,
`122. Secret Name: Phacops - At any moment, you can choose to die. Your body rots into dust immediately. The next morning, you will be reborn from the dirt beneath the location where you last awakened from sleep. The word remains in your old skull, and must be retrieved. If you tell someone the word, you will transfer this ability to them`,
`123. Secret Name: Deiphon - You can walk on water. The bottoms of your feet still get wet. If you tell someone the word, you will transfer this ability to them. If you die, Deiphon remains with your corpse`,
`124. Secret Name: Destra - You can learn what magic someone knows by looking in their eye. If you tell someone the word, you will transfer this ability to them. If you die, Destra remains with your corpse`,
`125. Secret Name: Zhuul - You cannot be harmed by acid so long as you are praying loudly and continuously. If you tell someone the word, you will transfer this ability to them. If you die, Zhuul remains with your corpse`,
`126. Secret Name: Amkala - If you sit in someone's warm spot, people will believe you to be that person. Lasts until you stand up. If you tell someone the word, you will transfer this ability to them. If you die, Amkala remains with your corpse`,
`127. Poor impulse control, but you can take back any action. 50% chance of success, creates an alternate universe each time`,
`128. Divination - Disembowel a creature, watch the skies, consult symbolic rituals etc. and ask one question of the past or future. The more specific the question, the more vague the answer`,
`129. Skulking Familiar - It lurks around you, nearby but never close. It leaves gifts and messages. It'll teach you secrets, if you can handle them`,
`130. Wise Familiar - It sits on your shoulder or in your bag. It knows much, much more than it lets on. It can grant favours`,
`131. Useless Familiar - It flops around like a dying fish. If its killed, it'll return the next day`,
`132. Wandering Familiar - It travels far, seeing all and remember everything. You might not see it for several days at a stretch, but it will be back`,
`133. Hand of Vecna - Replaces your own, allows you to touch and hold magical spells, strong and tireless. Overusing the Hand has a 5% chance of allowing Vecna to consume your soul and possess your body`,
`134. Eye of Vecna - Replaces your own, allows you to see magic and through some materials. Overusing the Eye has a 5% chance of allowing Vecna to consume your soul and possess your body`,
`135. Flying Carpet - Content to fly with one passenger that is polite, stationary, light, and allows plenty of room for take-off and landing`,
`136. Gauntlets of Ogre Strength - Grants the might of an ogre, as well as the hunger`,
`137. Dead Ringer - You can turn a drop of blood, strand of hair and a mound of clay into a temporary but exact corpse`,
`138. The Rat King's Crown - A crown of lumpy gold and long, sharp incisors. Whoever wears it is recognised as the king of rats. They can speak with rats, but might not be obeyed unless they behave appropriately and are attempting to restore the rat kingdom`,
`139. Charmed Life - When you wake up and say "today is my lucky day", it begins. You succeed every check you attempt, take minimum damage from all attacks, and will generally be incredibly lucky, to the incredible detriment of everyone around you. Works once`,
`140. The Sword of Exorcism - Deals 1d4 magic damage while sheathed. You can only draw it against a single incorporeal target once you know its form of manifestation, the truth of how did it come to be, and the reason why it remains among the living. Once you know all three, and draw the sword, deal 1d20 to the target`,
`141. The Bells of Exorcism - Sleeper, Waker, Walker, Speaker, Thinker, Binder, Weeper. Lose 1 HP to ring multiple bells, if distracted while ringing or if attempting long-term effects. "Weeper" kills everything that hears it, including you`,
`142. Surgeon-Priest's Blade - Body parts removed come to life`,
`143. Necrosceptre - A ritually prepared corpse can be commanded to rise and will obey simple commands. If you drop the sceptre, every raised undead will swarm you. If killed for any reason, all undead will devour your corpse before attacking the living`,
`144. Staff of False Magi - Conjure fireballs, lightning, ice-storms, showers of brimstone. 95% illusory, only deal 1d6 damage, or 1 if the target has seen that kind of attack before`,
`145. Staff of the Ravenous Sun - Consumes liquids of any potency, whether potions or blood, and converts it into gouts of flame (d6 area)`,
`146. Powerstaff - Allows the wielder to summon walls of force and control invisible blades (d6 area). If you use it without having your feet planted firmly, take d12 force damage, if you are struck at all you take +d8 damage`,
`147. Tome of Healing - Replace an injury, curse or disease with (1d6): 1. Injury, 2. Curse, 3. Disease, 4. Quest, 5. Herbal remedy, 6. Spiritual requirement. Lapsing on option 4-6 causes the original malady to return. Takes an hour, you'll know what the cost is before committing`,
`148. Tome of Trickery - Write something in the book of the form "If [name] does [action] then [effect] will occur" or similar. If they die for any reason following the effect, the book has a 1-in-6 chance of losing all powers. If they die directly from the effect, 5-in-6. Must be their true name, must not be something they are doing all the time, must occur with you nearby`,
`149. Tome of Madness - Each insanity you gain allows you to access a new spell`,
`150. Tome of Life - A stolen book of the dead. Mundane weapons cannot harm you, but you take x3 damage from spells, angels and demons. They can smell your theft`,
`151. Tome of Trading - Allows you to read the deals requested from all other uses of similar tomes, as well as teleport goods and payment between them`,
`152. Third Eye - Restricting or removing one of your senses bolsters one other, boosting a sense twice allows for magical effectiveness`,
`153. "Tame" Imp - Invisible and a fan of showmanship, will move things, lift things, find things or burn things so long as you wear a fancy robe and proclaim your magical prowess`,
`154. Disciple of the Desecrator - Feed your foul censer with flowers, herbs and butterflies to make it spew toxic gas. You can transfer diseases you suffer to someone else with a minute of skin contact`,
`155. Star Whisperer - You can commune with the night sky to have a question answered. It might not be your question, just a random one`,
`156. Demonic Pact - If you perform the favours requested of you, you can have your requests granted. Your patron might follow you around, if you are interesting`,
`157. Devil Pact - If you bring sinners to justice, gain a single-use power based on what you needed to do it. You don't take damage from fire, but it is just as painful as ever`,
`158. Faerie Pact - In return for beautiful things, you become more beautiful. Beauty takes many forms. Perhaps you will as well`,
`159. Abominable Pact - You can ask the DM any question you like, but each answer causes you to lose your mind and turn into a gibbering wreck`,
`160. Servant of the Ancient King - Those who you officially outrank will always obey your commands, but you must do the same for your superiors. You can break a finger an underling with a glance`,
`161. Stormcaller - You know the name of a local wind. Flying is is easy, landing is hard`,
`162. Hammer of the Gods - You can mould metal like clay, so long as you never refuse an honest request for assistance`,
`163. Psychometry - Touch an item to ask one yes/no question about it, works once per item, or again if you spend an hour/day/week meditating over it`,
`164. Hexblade - You innately know what ritual will be required to turn a bladed weapon into a magical artefact, if at all possible. You can speak with a blade, but only while it is bathed in blood`,
`165. Folding Boat - Small wooden box that folds out to a large rowboat, sail not included. Folding it back up is inordinately difficult`,
`166. Divine Intervention - Pray at a shrine or make a respectable sacrifice to block the next instance of [damage type] taken. Pray for a particular type, or rely on the grace of god. Your allies can also participate, but must uphold the principles of your deity`,
`167. Divine Dregs - The last fragments of a godly power. Grants quiet, faded miracles. CHA check to have prayers fulfilled (rolled in secret), on a critical failure it is burned out forever`,
`168. Guardian Angel - So long as all party members involved worship the same deity as you, one can save the other from death by praying over them, wailing etc. If they are already dead, dropping to 0 HP can grant them a last gasp and 1 HP`,
`169. Born under a Fateful Star - The first magic item you find is especially attuned to you and comes with a quest attached`,
`170. Runic Flesh - You can scribe a scroll directly into your flesh. The process drops you to 0 HP and grants you a related magical ability. Every additional scroll drains 1 max HP, or 1d4 max HP for major spells`,
`171. Overchannel - Lose half your HP to double the effect of a spell or magic item`,
`172. Curse of the Wanderer - Anyone who Scars you takes 1d20 damage. If you stay in a house or settlement, then all crops and herds nearby will be gradually blighted`,
`173. Arcane "Researcher" - After you cause a magical disaster, next spell you cast has double effect`,
`174. Scroll Master - Scrolls you use have a 1-in-6 chance of being retained. This chance goes up by 1 if you are: wearing a pointy hat, wearing a cumbersome robe, wielding a staff or wand, in a runic circle, guided by another wizard`,
`175. Scroll Scribe - If you have two scrolls, you can copy one and overwrite the other. You can fuse two scrolls into one enhanced version. You can read a scroll and store it in your memory, it's still expended as normal`,
`176. Wand Expert - When you use a wand in a manner which would normally require you to recharge it, it doesn't. If you go above and beyond normal limits, it'll need recharging and might be damaged`,
`177. Sympathetic Magic - If you touch someone, you can form a link with them, allowing you to cast spells as if you were still touching them. One link at a time. You can't use this ability if you eat meat`,
`178. Timber Visage - If you carve your face into a piece of wood, you can shut off your other senses and transfer them to the wooden version. Cannot create a new one until the first is completely destroyed, and cannot use it if you have been insulted and not taken vengeance`,
`179. Embrace the Flame - Take 1 damage to light something you can see on fire. If you use this on a person, you also catch alight`,
`180. Shadow Knight - Send your shadow on errands, you have half hp until it gets back. Cannot use this ability in bright light or pitch darkness`,
`181. Fleshcrafter - Brew up a potion using parts from three different monsters. Random effect, but after that you’ve learned a recipe. Your potions don’t respond well to magical healing`,
`182. War Wizard - Deal up to d10 damage with your chosen type. At the end of combat, suffer the highest damage die you used`,
`183. Truenamer - Collect 15 letter tiles. If you arrange them into a word or short phrase, the universe will bend to make it come true, if only barely. You can change any number of letters at dawn. Reusing the same word allows angels to track you`,
`184. Conductress - If you touch a piece of pure metal, gold works best, silver less, iron almost never, you can teleport in a flash to anywhere still touching the metal`,
`185. Nearly Unlimited Power - Drop to 0 HP to gain a d12 lightning attack. Lasts until you stop firing`,
`186. Golemist - You can grant life to sculptures you create. They last for however long was spent working on them, it's difficult to spend more than a minute working on common clay or rock`,
`187. Conjurer of Cheap Tricks - You control three invisible spirits. One is a blob with two legs, one is a blob with one arm, and one is a blob with three eyes and a gaping mouth. You can use a blood sacrifice to summon them to your side if they get left behind. Magical reagents might improve their capability`,
`188. Deck of Many Things - Hearts for enhancement and magic, Diamonds for wealth and knowledge, Spades for mishaps and combat, Clubs for disaster and death. Jokers grant wishes, but the black Joker kills you`,
`189. Sorcerer - Reality bends to your desire. Your wishes towards things you can perceive are granted while you focus on them. Simple and subtle effects have a 1-in-100 of causing you to explode. Most "spell-like" effects have a 1-in-20 chance. If the wish is truly ridiculous, large or permanent, this increases to 1-in-6. Exploding drops you to 0HP, deals 1d20 damage to everything near you, destroys 1d4 limbs and removes this ability`,
``,
`Curse`,
`1. Hollow Guts - Tripled food requirements`,
`2. Screaming Teeth - Yell at inopportune times, blurts out secrets`,
`3. Unlucky - Disadvantage on loot/luck CHA checks`,
`4. Dog Hatred - All dogs will attack you`,
`5. Spirit Home - A small eldritch creature lives in your skull/teeth`,
`6. Purse Moths - Save or lose half of your money when you enter a settlement`,
`7. Fragile - Double bludgeoning damage`,
`8. Mute`,
`9. Delicate Sensibilities - Take 1 damage if you hear, say, or think a swear-word`,
`10. Desolation - Double damage while alone and away from allies`,
`11. Cursed to Die in a Fire - Double damage from fire`,
`12. The Clawing Stone - Double all falling damage`,
`13. Weak Blood - Automatically fail the first save against poison`,
`14. Into the Depths - Unable to swim`,
`15. Blinded`,
`16. Deafened`,
`17. The Betrayed - Triple damage from any ally`,
`18. Latent Vampirism - Take d8 damage unless you cringe and flee from sunlight and holy symbols`,
`19. Crippled - One arm is useless`,
`20. Lame - One leg is useless`,
`21. Rabbit Instincts - When your life is in danger you will always run`,
`22. Magnetic Soul - All spells that travel within 20ft of you change their target`,
`23. Endless Thirst - Water, ale, beer and wine all do nothing for you`,
`24. Slip of the Tongue, anything you think of saying is written on your skin`,
`25. Evil Twin - Manifests far away, knows where you are`,
`26. The Horseman Cometh - Immediately contract three diseases`,
`27. Unique Diet - Violently ill otherwise, (d4): 1. Vegetarian, 2. Carnivore, 3. Heavily spiced, 4. Cannibal`,
`28. The Chosen - If something would randomly apply to someone in a group, it happens to you`,
`29. Turned into a frog`,
`30. Herald of the Apocalypse - You are fated to cause a major disaster. Omens precede you, and everybody knows it`,
`31. Take d20 damage from needles`,
`32. Professor's Bane - Rendered mute if someone asks you for advice`,
`33. Nervous Wreck - Disadvantage against madness, double psychic damage`,
`34. Performance Anxiety - Fingers go numb while being watched`,
`35. Forbidden Name - If you hear, read or speak your own name, suffer 1d10 of a random damage type`,
`36. Wandering Dreams - You always wake up somewhere strange nearby`,
`37. Dreadful Posture - Your head and arm swap positions`,
`38. Animal Head - 1d6: 1. Donkey, 2. Shark, 3. Chicken, 4. Lizard, 5. Ant, 6. Moose`,
`39. Demon Mark - Reek of brimstone and sin, attracts the attention of devils and clergy alike`,
`40. Allergy - Take d6 damage and get a severe rash if you touch (d6): 1. Water, 2. Money, 3. Grass, 4. Steel, 5. Magic, 6. Glass`,
`41. Stolen Youth - Age 2d20 years`,
`42. Curse of Sadim - Any gold you touch turns to clay`,
`43. Snake Arm`,
`44. Inverted Face - Eyes become two mouths. Mouth becomes one large eye`,
`45. Ghost Flesh - In sunlight, appear as a rotting corpse`,
`46. Bees - BEES`,
`47. Probably Not Getting Struck By Lightning - In any rain, you have a 1-in-20 chance of getting struck by lightning and dying horribly`,
`48. Continually tormented/tempted/threatened by a demon only you can see`,
``,
`Madness`,
`1. Depression - Disadvantage on all checks until you succeed one, resets each day`,
`2. Addiction - Whenever it is available, you must seek out (1d4): pleasure, drugs, gambling, or church attendance. If you resist an obvious opportunity to get your fix, you can't heal until you get some`,
`3. Alien Hand Syndrome - One arm no longer belongs to you. It'll act on its own choices, and will resent you for placing it in danger`,
`4. Paranoia - They are all out to get you! Disadvantage on CHA checks, alleviated for a day if you actually find evidence of a conspiracy against you and have proof`,
`5. Hallucinations - Unreliable senses, the DM will give you false descriptions of things if you are ever alone (without your allies to guide you). Since you are always doubting your senses, you are always surprised on the first round of combat unless a CHA check is made`,
`6. The Voices - You can hear everything the other players say at the table`,
`7. Nightmares - 3-in-6 chance of restful sleep each night, 4-in-6 with alcohol. Missing out on sleep at night reduces healing to 1d6`,
`8. Phobia (Proximal) - Permanently afraid of whatever thing or class of things caused the madness. When confronted with trigger, make a CHA check or take double damage until you spend a round while safe from the cause`,
`9. Phobia (Dungeon) - Permanently afraid of 1d4: being alone, claustrophobia, darkness, or heights. When confronted with trigger, make a CHA check or take double damage until you spend a round while safe from the cause`,
`10. Selective Blindness - Cannot see cause of madness, or some other source of danger (d4): 1. Enemies, 2. Traps, 3. Betrayals, 4. Magic`,
`11. Psychosis - Cannot leave combat until all enemies are dead. A CHA check can be attempted once per combat the first time you attempt to resist`,
`12. Split Personality - Reroll all your background elements and mental stats as a second character. Switch between them each session or when concussed`,
`13. Twitchy - The first time you take damage in each encounter, you must make a CHA check or spend the next round flipping out`,
`14. Pacifism - Whenever you see or hear an enemy die, take 1d6 damage`,
`15. Afflicted - Abusive, paranoid, irrational, hopeless or something else. Whatever the case, anyone that rests with you nearby recovers 1 fewer HP`,
`16. Sudden Delusion - 1d6: 1. Your allies are insane and must be restrained, 2. This is a dream and you have to wake up, 3. The floor is covered with gold and jewels, 4. You are on fire, 5. You are a literal god, 6. You are a rusty sword that needs polishing`,
`17. Obsession - If you can't do it, freak out in d4 rounds (d4): 1. When entering a structure you haven't tasted before, lick the floor, 2. Always stay in the light, 3. Don't touch anybody, 4. Touch all of the treasure`,
`18. Shut Down - Can't take actions unless expressly ordered to by an ally (requires an action and a lot of prodding). Lasts for 1d6 hours`,
`19. Amnesia - Lose all of your trained abilities and memories. Make an CHA check to recover them when you need them, or when prompted. If you failed, you'll need therapy to get them back, or a life-or-death situation that requires them. You won't lose any spells but you'll forget you have them`,
`20. Coma - Make saves to recover after 1d6 hours, 1d6 days and 1d6 weeks`,
`21. Insomnia - You can't sleep`,
`22. Narcolepsy - 1-in-10 chance of falling asleep under stressful circumstances`,
`23. Lycanthropy - Turn into a wolf by the light of the moon`,
``,
`Disease`,
`1. Grave Lung - Cough at least once a minute or take d4 damage`,
`2. Spasms of the Liver - Halve all natural healing`,
`3. Stoneskin - Each time the affected limb is damaged, it spreads a little`,
`4. Corpus Beetles - Infects a specific mental trait, using it causes eggs to appear `,
`5. Black Death - Double the effect of all other diseases and poisons`,
`6. Gob Rot - Your teeth start falling out`,
`7. Mangling Flesh - Fail all saves vs. mutation`,
`8. Dungeon Slough - Take +d4 damage from all sources`,
`9. Worm of Entropy - Speaks your language, desires ruin`,
`10. Shadow Pox - Immune to positive spells as your shadow sickens`,
`11. Dysentery - 1-in-6 chance to lose action each round as you soil yourself`,
`12. Crystal Bones - Double bludgeoning and fall damage`,
`13. Rude Passenger - Save vs. messy sporulation when near people`,
`14. The Dwindling - Shrink an inch a day`,
`15. Ogre Guts - No benefit from first meal each day`,
`16. Gangrene - Take 1d8 damage each morning`,
`17. Rabies - Cannot drink water`,
`18. Plague - If you die you will rise as a zombie`,
`19. Brain Worms - Hallucinate when near large predators or water`,
`20. Tetanus - Random body part is paralysed each morning (d6): 1. Left arm, 2. Right arm, 3. Left leg, 4. Right leg, 5. Jaw, 6. Whole body`,
`21. Dauntledregs - Fail all saves vs. fear and confusion`,
`22. Wandering Heart - You have a throbbing red weak point, take +d8 damage from all attacks that specifically target it`,
`23. Dimensia - Regular geometric shapes horrify you`,
`24. The Hops - Frog eggs sprout from your back`,
`25. Doom Warts - They pop into tiny faces and pronounce doom`,
`26. Cordyceps - Bright glowing lump, get excited near predators`,
`27. The Dithers - CHA check to make fast decisions`,
`28. Boggy Pox - Each sentence must include the word "bog", "boggy" etc. or take 1 damage. Each time you take damage, the number of "bogs" needed in a sentence increases by one. After five, every word must be "bog"`,
`29. Carrion Fever - Cannot gain sustenance from anything but raw meat`,
`30. Goblin Breath - It smells terrible, and if your face is uncovered, goblins can find you`]
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Gibbous`,`the Great`,`the Grizzled`,`the Gruff`,`the Hairy`,`the Bald`,`the Haunted`,`the Heavy`,`the Hooded`,`the Hunter`,`the Imposing`,`the Irreverent`,`the Loathsome`,`the Loud`,`the Lovely`,`the Mantled`,`the Masked`,`the Merciful`,`the Mercurial`,`the Mighty`,`the Morose`,`the Mutable`,`the Mysterious`,`the Obscure`,`the Ominous`,`the Peculiar`,`the Perceptive`,`the Quick`,`the Ragged`,`the Ready`,`the Rough`,`the Rugose`,`the Scarred`,`the Searcher`,`the Shadowy`,`the Short`,`the Steady`,`the Uncanny`,`the Unexpected`,`the Unkonwable`,`the Verbose`,`the Vigorous`,`the Wanderer`,`the Wary`,`the Weird`,`of the Arid Wastes`,`of the Beetling Brow`,`of the Cyclopean City`,`of the Dread Wilds`,`of the Eerie Eyes`,`of the Foetid Swamp`,`of the Forgotten City`,`of the Haunted Heath`,`of the Hidden Valley`,`of the Howling Hills`,`of the Jagged Peaks`,`of the Menacing Mien`,`of the Savage Isle`,`of the Tangled Woods`,`of the Watchful Eyes`,`the Lean`,`the Cowled`,`the Veiled`,`the Merciless`,`the Tall`];
var lname = [`Cagrant`,`Ustrando`,`Filius`,`Scaramanx`,`Heptimus`,`Ostrio`,`Honkus`,`Agylo`,`Primbaster`,`Glindal`,`Fargle`,`Grungo`,`Marworn`,`Sealor`,`Boon`,`Immuth`,`Yorgach`,`Klimp`,`Aster`,`Gonk`,`Dundrah`,`Fantonius`,`Gaggamore`,`Vorch`,`Saunder`,`Stacha`,`Addic`,`Punja`,`Tatak`,`Ornul`,`Khard`,`Ingrot`,`Anzel`,`Nobbilo`,`Pranxa`,`Xanadar`,`Zoopulus`,`Kromulo`,`Emzen`,`Woostifer`,`Mirthby`,`Kragamut`,`Shemiver`,`Rumtally`,`Imbrabinus`,`Ploob`,`Essem`,`Kroyden`,`Gullencast`,`Flixmander`,`Bolzagorath`,`Ummork`,`Plindle`,`Durgadang`,`Manchiver`,`Oodal`,`Leegand`,`Bosko`,`Haflump`,`Mordvey`,`Fernison`,`Glamgam`,`Orstrak`,`Kunstanticus`,`Ergon`,`Dassadal`,`Bleestocles`,`Wilverham`,`Zelligant`,`Irshal`,`Umber`,`Happalapa`,`Zorkon`,`Thurbert`,`Maxipoom`,`Donzany`,`Klarkash`,`Merjam`,`Elziger`,`Ashteban`,`Mercoolio`,`Cazio`,`Hurlen`,`Vlamdibulus`,`Hargus`,`Bomgoster`,`Geliphant`,`Trangol`,`Moorgang`,`Gronwhist`,`Chrontiphar`,`Lalifax`,`Raglio`,`Trulhamar`,`Linkat`,`Vergath`,`Mungo`,`Rakkatak`,`Lazorz`,`Nysbustah`,`Abeodan`,`Acwel`,`Aelle`,`Agyfen`,`Aheawan`,`Alchfrith`,`Aldhelm`,`Alfred`,`Algar`,`Alger`,`Almund`,`Alwin`,`Andettan`,`Andsaca`,`Andswaru`,`Andwyrdan`,`Ane`,`Archerd`,`Archibald`,`Arlice`,`Astyrian`,`Avery`,`Baldlice`,`Bana`,`Banan`,`Bar`,`Bawdewyn`,`Beadurinc`,`Benoic`,`Benwick`,`Besyrwan`,`Betlic`,`Bronson`,`Caedwalla`,`Caflice`,`Camden`,`Chapman`,`Cynewulf`,`Cynn`,`Dalston`,`Deogol`,`Derian`,`Drefan`,`Dreogan`,`Eadig`,`Eadlyn`,`Eamon`,`Ecgfrith`,`Edmund`,`Eldrid`,`Eorl`,`Farmon`,`Garrett`,`Geoff`,`Gildas`,`Gimm`,`Graeme`,`Grendel`,`Grimbold`,`Grimme`,`Halig`,`Ham`,`Landry`,`Lange`,`Lar`,`Leax`,`Leng`,`Leof`,`Lin`,`List`,`Lufian`,`Manton`,`Norville`,`Odi`,`Odin`,`Oswine`,`Peada`,`Perry`,`Pierce`,`Prasutagus`,`Ramm`,`Rand`,`Rinc`,`Ro`,`Rypan`,`Scrydan`,`Seward`,`Sihtric`,`Stearc`,`Stedman`,`Swift`,`Tamar`,`Tolan`,`Trace`,`Waelfwulf`,`Winter`,`Wissian`,`Worthington`,`Acca`,`Aedre`,`Aefentid`,`Aefre`,`Aethelflaed`,`Aethelthryth`,`Alodia`,`Alodie`,`Andsware`,`Anlicnes`,`Annis`,`Ar`,`Ardith`,`Arianrod`,`Ashley`,`Audrey`,`Bearrocscir`,`Bernia`,`Bisgu`,`Bletsung`,`Bliss`,`Blythe`,`Bodicea`,`Brigantia`,`Brimlad`,`Bysen`,`Cartimandua`,`Cearo`,`Chelsea`,`Claennis`,`Clover`,`Cwen`,`Cryst`,`Daedbot`,`Daisy`,`Darel`,`Darelene`,`Darelle`,`Darline`,`Daryl`,`Dawn`,`Devona`,`Dohtor`,`Don`,`Eacnung`,`Eadgyth`,`Easter`,`Eda`,`Edith`,`Edlyn`,`Edmunda`,`Edrys`,`Eldrida`,`Elene`,`Elga`,`Ellenweorc`,`Ellette`,`Elswyth`,`Elva`,`Elvina`,`Engel`,`Eostre`,`Erlina`,`Esma`,`Estra`,`Etheswitha`,`Freya`,`Garmangabis`,`Hamia`,`Harimilla`,`Hilda`,`Ifield`,`Juliana`,`Kendra`,`Linette`,`Lora`,`Loretta`,`Lyn`,`Mae`,`Maida`,`Megan`,`Mercia`,`Moira`,`Nelda`,`Nerthus`,`Odelia`,`Ora`,`Orva`,`Osberga`,`Rheda`,`Rowena`,`Sibley`,`Silver`,`Sulis`,`Sunniva`,`Tate`,`Udele`,`Viradecthis`,`Wilda`,`Willa`];
var words = [`Absolute`,`Absorb`,`Abyss`,`Acid`,`Addict`,`Addiction`,`Aegis`,`After`,`Age`,`Ailment`,`Air`,`Albatross`,`Alcohol`,`Altar`,`Alter`,`Always`,`Amber`,`Analyse`,`Anchor`,`Angel`,`Anger`,`Animal`,`Animate`,`Ant`,`Antelope`,`Antennae`,`Anti`,`Antler`,`Ape`,`Apocalypse`,`Appendage`,`Appendix`,`Arc`,`Arm`,`Armadillo`,`Armor`,`Arrow`,`Artery`,`Ash`,`Ask`,`Astral`,`Attack`,`Attract`,`Aura`,`Aurora`,`Avenge`,`Awaken`,`Away`,`Axe`,`Baboon`,`Back`,`Badger`,`Bag`,`Balance`,`Ball`,`Bamboo`,`Bandage`,`Bane`,`Banish`,`Bark`,`Barren`,`Barrier`,`Basalt`,`Bat`,`Beacon`,`Beak`,`Beam`,`Bear`,`Beard`,`Beast`,`Beaver`,`Become`,`Bee`,`Beer`,`Beetle`,`Belch`,`Bellow`,`Belly`,`Bend`,`Bestow`,`Bewilder`,`Beyond`,`Bezoar`,`Bind`,`Bite`,`Black`,`Blade`,`Blasphemous`,`Blast`,`Blight`,`Blind`,`Blink`,`Blob`,`Block`,`Blood`,`Bloodhound`,`Blossom`,`Blow`,`Blue`,`Boar`,`Boat`,`Body`,`Boil`,`Bolt`,`Bone`,`Bones`,`Book`,`Bow`,`Brain`,`Breath`,`Breathe`,`Breed`,`Brew`,`Bridge`,`Brine`,`Bronze`,`Brown`,`Brush`,`Bubble`,`Build`,`Bull`,`Burn`,`Butterfly`,`Bypass`,`Cabal`,`Call`,`Camel`,`Cancel`,`Candle`,`Carapace`,`Carbon`,`Carry`,`Carving`,`Cascade`,`Cat`,`Cauldron`,`Centipede`,`Chain`,`Chameleon`,`Change`,`Changeling`,`Chaos`,`Chariot`,`Charisma`,`Charm`,`Cheat`,`Cheetah`,`Child`,`Chill`,`Choke`,`Circle`,`City`,`Clap`,`Claw`,`Clay`,`Clean`,`Cleric`,`Clinging`,`Cloak`,`Clockwork`,`Clone`,`Close`,`Cloth`,`Cloud`,`Cloying`,`Cockroach`,`Code`,`Coil`,`Colossus`,`Colour`,`Comb`,`Combine`,`Come`,`Command`,`Communicate`,`Communion`,`Compel`,`Conceal`,`Conduit`,`Cone`,`Confuse`,`Confusion`,`Conjure`,`Constitution`,`Consume`,`Contact`,`Contaminate`,`Contemplate`,`Continual`,`Control`,`Copper`,`Copy`,`Core`,`Corpse`,`Corrupt`,`Coruscatory`,`Cough`,`Courage`,`Cowardice`,`Coyote`,`Craft`,`Cranial`,`Crawl`,`Create`,`Creep`,`Cricket`,`Crime`,`Crocodile`,`Cross`,`Crouch`,`Crow`,`Crown`,`Crush`,`Cry`,`Crystal`,`Cube`,`Cult`,`Cure`,`Curse`,`Dagger`,`Damn`,`Dance`,`Dark`,`Darkness`,`Dash`,`Day`,`Dead`,`Deafen`,`Death`,`Decay`,`Deceive`,`Decimate`,`Decipher`,`Deer`,`Defend`,`Degenerate`,`Delay`,`Demon`,`Desecrate`,`Desire`,`Detect`,`Detonation`,`Devil`,`Devour`,`Dexterity`,`Diamond`,`Dig`,`Digestion`,`Dimension`,`Diminish`,`Direction`,`Dirt`,`Disc`,`Discord`,`Disease`,`Disembowel`,`Disguise`,`Disgust`,`Disk`,`Dismember`,`Dispel`,`Dissolve`,`Distant`,`Distortion`,`Distract`,`Divide`,`Doctor`,`Dog`,`Donkey`,`Doom`,`Door`,`Dragon`,`Drain`,`Draw`,`Dream`,`Drink`,`Drunk`,`Dubious`,`Duck`,`Duplicate`,`Dust`,`Dwarf`,`Eagle`,`Ear`,`Earth`,`Eat`,`Echo`,`Ectoplasm`,`Egg`,`Ego`,`Elbow`,`Eldritch`,`Electricity`,`Elemental`,`Elephant`,`Elf`,`Elk`,`Elm`,`Ember`,`Embolden`,`Embrace`,`Enchant`,`Encode`,`Endure`,`Energize`,`Enfeeble`,`Enhance`,`Enlighten`,`Ennui`,`Enrage`,`Envelop`,`Envy`,`Epiphany`,`Eternal`,`Evil`,`Eviscerate`,`Excise`,`Excrete`,`Excruciate`,`Execute`,`Exercise`,`Exhale`,`Existential`,`Exoskeleton`,`Expand`,`Expel`,`Explode`,`Explosive`,`External`,`Extract`,`Eye`,`Fake`,`Falcon`,`Fall`,`Falsehood`,`Fang`,`Farm`,`Fart`,`Fat`,`Fate`,`Fatten`,`Fear`,`Fearsome`,`Feast`,`Feather`,`Feculent`,`Fecundity`,`Feel`,`Ferret`,`Fester`,`Field`,`Fiend`,`Fight`,`Filth`,`Fin`,`Find`,`Finger`,`Fire`,`Fish`,`Fist`,`Flail`,`Flame`,`Flap`,`Flee`,`Flesh`,`Flex`,`Flick`,`Flight`,`Flower`,`Fly`,`Foe`,`Fog`,`Food`,`Foot`,`Forbidden`,`Force`,`Foresee`,`Forest`,`Forever`,`Forge`,`Form`,`Fountain`,`Fox`,`Free`,`Freeze`,`Friend`,`Frog`,`Frown`,`Fulgerous`,`Fulgurite`,`Fungal`,`Fungus`,`Fur`,`Furniture`,`Fuse`,`Gallow`,`Gas`,`Gate`,`Gaze`,`Geas`,`Gem`,`Ghost`,`Ghoul`,`Gill`,`Giraffe`,`Give`,`Glamour`,`Gland`,`Glare`,`Glass`,`Globs`,`Glow`,`Glutinous`,`Glyph`,`Goat`,`God`,`Gold`,`Golem`,`Good`,`Gorilla`,`Granite`,`Grasp`,`Grasshopper`,`Grave`,`Gravity`,`Greed`,`Green`,`Grief`,`Grind`,`Grip`,`Grow`,`Growth`,`Gruesome`,`Grunt`,`Guise`,`Gut`,`Hair`,`Hallucinate`,`Hallucinatory`,`Hammer`,`Hand`,`Hard`,`Harm`,`Harmony`,`Haruspex`,`Harvest`,`Hasten`,`Hate`,`Hawk`,`Heal`,`Health`,`Hear`,`Heart`,`Heat`,`Hedgehog`,`Heel`,`Heir`,`Hell`,`Hermit`,`Hero`,`Hex`,`Hide`,`Hinder`,`Hips`,`Hold`,`Hole`,`Hone`,`Honey`,`Hoof`,`Hook`,`Hope`,`Horn`,`Horror`,`Horse`,`Hug`,`Hummingbird`,`Hyena`,`Ice`,`Identify`,`Ignite`,`Iguana`,`Illuminate`,`Illusion`,`Imbue`,`Immoral`,`Immunity`,`Implant`,`Imprison`,`Indigo`,`Induce`,`Infect`,`Infernal`,`Infest`,`Inflict`,`Insanity`,`Insect`,`Instantaneous`,`Instill`,`Intelligence`,`Internal`,`Intestine`,`Intoxicate`,`Invest`,`Invisible`,`Iris`,`Iron`,`Jackal`,`Jar`,`Jaw`,`Jaws`,`Jellyfish`,`Joint`,`Journal`,`Joy`,`Judge`,`Jump`,`Justify`,`Kangaroo`,`Karma`,`Key`,`Kick`,`Kill`,`King`,`Kiss`,`Knee`,`Know`,`Knowledge`,`Knuckle`,`Lair`,`Lake`,`Lament`,`Land`,`Language`,`Lapse`,`Lash`,`Laugh`,`Laughter`,`Launch`,`Lava`,`Law`,`Lead`,`Leaf`,`Lean`,`Leap`,`Learn`,`Leech`,`Leg`,`Lemur`,`Lens`,`Leprous`,`Lessen`,`Lever`,`Levitate`,`Lick`,`Lie`,`Life`,`Lift`,`Light`,`Lightning`,`Limb`,`Limbo`,`Link`,`Lion`,`Lips`,`Liquid`,`Liver`,`Lizard`,`Lobster`,`Locate`,`Lock`,`Look`,`Loop`,`Lore`,`Loss`,`Love`,`Lucid`,`Lung`,`Lurk`,`Lust`,`Lynx`,`Machine`,`Madden`,`Magic`,`Magpie`,`Mahogany`,`Maidens`,`Make`,`Mane`,`Mask`,`Masochism`,`Meat`,`Meld`,`Melt`,`Memories`,`Memory`,`Mend`,`Mermaid`,`Mesmerize`,`Message`,`Metal`,`Meteor`,`Miasma`,`Mighty`,`Mind`,`Mindread`,`Mineral`,`Mirror`,`Missile`,`Mist`,`Mistake`,`Modify`,`Mole`,`Molt`,`Moment`,`Mongoose`,`Monkey`,`Monolith`,`Monster`,`Moon`,`Moose`,`Morph`,`Moss`,`Moth`,`Mouth`,`Move`,`Mucus`,`Mud`,`Mule`,`Murder`,`Muscle`,`Mustache`,`Mutate`,`Mutation`,`Mutilate`,`Nails`,`Name`,`Nature`,`Navel`,`Neck`,`Negate`,`Negation`,`Nerve`,`Never`,`Nexus`,`Nickel`,`Night`,`Nightmare`,`Noise`,`Nomad`,`Nose`,`Nullify`,`Oak`,`Object`,`Obsequious`,`Obsidian`,`Obstruct`,`Ocean`,`Octopus`,`Offend`,`Offset`,`Oil`,`Ooze`,`Open`,`Opiate`,`Opossum`,`Orange`,`Orbit`,`Orc`,`Order`,`Organ`,`Orifice`,`Orphan`,`Ostrich`,`Otter`,`Outermost`,`Owl`,`Ox`,`Pact`,`Pain`,`Palm`,`Panic`,`Panther`,`Paper`,`Paradigm`,`Paralyze`,`Paranoia`,`Parasite`,`Parrot`,`Pass`,`Pat`,`Path`,`Peace`,`Peacock`,`Permanent`,`Person`,`Petrify`,`Phantom`,`Phase`,`Pheromones`,`Phlegm`,`Phoenix`,`Pierce`,`Pig`,`Pinch`,`Pink`,`Pique`,`Piranha`,`Pit`,`Plague`,`Plant`,`Plasm`,`Plasma`,`Platinum`,`Platypus`,`Play`,`Poetry`,`Point`,`Poison`,`Porcupine`,`Pores`,`Portal`,`Possess`,`Potion`,`Pound`,`Power`,`Pride`,`Prismatic`,`Prison`,`Probability`,`Proboscis`,`Prophet`,`Protect`,`Pull`,`Pulse`,`Punch`,`Purify`,`Purple`,`Pursue`,`Push`,`Pyramid`,`Quake`,`Queen`,`Quell`,`Quiet`,`Quill`,`Quintessence`,`Rabbit`,`Racoon`,`Rage`,`Rain`,`Raise`,`Ram`,`Rashness`,`Rat`,`Rattlesnake`,`Ravage`,`Raven`,`Ray`,`Razor`,`Reach`,`Read`,`Realm`,`Reap`,`Recoil`,`Red`,`Reflect`,`Regenerate`,`Release`,`Remove`,`Rend`,`Repair`,`Repel`,`Return`,`Reveal`,`Revenge`,`Reverse`,`Revolt`,`Rhinoceros`,`Rib`,`Ring`,`Riot`,`Rip`,`Ripen`,`Ritual`,`Road`,`Robe`,`Robot`,`Rod`,`Rope`,`Rot`,`Rub`,`Ruin`,`Rumors`,`Run`,`Rune`,`Rupture`,`Rust`,`Sacrifice`,`Sadism`,`Sadness`,`Salt`,`Sanctum`,`Sand`,`Sap`,`Sapphire`,`Savage`,`Say`,`Scale`,`Scorch`,`Scorpion`,`Scramble`,`Scratch`,`Scream`,`Screech`,`Scry`,`Scythe`,`Seal`,`Secret`,`See`,`Seethe`,`Send`,`Sentinel`,`Separate`,`Serpent`,`Servant`,`Shadow`,`Shake`,`Shape`,`Shard`,`Share`,`Shark`,`Sharp`,`Shatter`,`Sheep`,`Shell`,`Shield`,`Shift`,`Shine`,`Ship`,`Shrewd`,`Shrink`,`Shrivel`,`Sight`,`Sigil`,`Signal`,`Silence`,`Silver`,`Sin`,`Sinister`,`Sit`,`Skeleton`,`Skin`,`Skull`,`Skunk`,`Sky`,`Slap`,`Slave`,`Sleep`,`Slide`,`Slime`,`Slither`,`Sloth`,`Slow`,`Sludge`,`Smell`,`Smile`,`Smite`,`Smoke`,`Snail`,`Snake`,`Snap`,`Sneeze`,`Snow`,`Sober`,`Soft`,`Soil`,`Song`,`Soothe`,`Sorrow`,`Soul`,`Sound`,`Space`,`Spasm`,`Spawn`,`Speak`,`Spear`,`Spell`,`Sphere`,`Spheres`,`Spider`,`Spin`,`Spine`,`Spirit`,`Spit`,`Spleen`,`Splice`,`Splinter`,`Sponge`,`Spore`,`Spray`,`Squamous`,`Square`,`Squeeze`,`Squid`,`Squirm`,`Squirrel`,`Stack`,`Staff`,`Stalker`,`Stand`,`Star`,`Stare`,`Stasis`,`Statue`,`Steal`,`Steam`,`Steed`,`Steel`,`Step`,`Sting`,`Stingray`,`Stitch`,`Stomp`,`Stone`,`Stork`,`Storm`,`Strain`,`Strength`,`Stretch`,`Strike`,`Stroke`,`Stun`,`Success`,`Sucker`,`Summon`,`Surprise`,`Swallow`,`Swan`,`Swarm`,`Sweat`,`Swift`,`Swing`,`Sword`,`Symbol`,`Table`,`Tail`,`Take`,`Talon`,`Tangible`,`Tap`,`Tar`,`Taste`,`Teak`,`Tear`,`Teeth`,`Tempo`,`Tendril`,`Tenebrous`,`Tentacle`,`Terrain`,`Terrify`,`Terror`,`Test`,`Thief`,`Think`,`Thorn`,`Thought`,`Threaten`,`Throat`,`Throne`,`Thunder`,`Tiger`,`Till`,`Time`,`Tin`,`Tiny`,`Titanic`,`Toe`,`Tomb`,`Tongue`,`Tool`,`Torch`,`Torment`,`Torrent`,`Tortoise`,`Torture`,`Touch`,`Tower`,`Transfer`,`Transform`,`Transmute`,`Transport`,`Trap`,`Travel`,`Traveling`,`Tree`,`Trust`,`Truth`,`Tusk`,`Unclaimed`,`Undead`,`Unhinged`,`Unique`,`Unlucky`,`Unseen`,`Uranium`,`Use`,`Useful`,`Uttermost`,`Vague`,`Vampire`,`Vanity`,`Vegetable`,`Vein`,`Vigour`,`Vile`,`Villain`,`Vine`,`Violent`,`Violet`,`Vision`,`Vodka`,`Voice`,`Void`,`Vomit`,`Vortex`,`Vulgarity`,`Vulture`,`Wail`,`Walk`,`Wall`,`War`,`Ward`,`Warp`,`Wasp`,`Waste`,`Water`,`Waterfall`,`Wave`,`Wax`,`Weak`,`Weapon`,`Weary`,`Weather`,`Web`,`Weird`,`Whale`,`Whisker`,`Whisper`,`White`,`Wiggle`,`Wight`,`Wind`,`Wine`,`Wing`,`Wisdom`,`Wish`,`Wither`,`Wizard`,`Wolf`,`Wood`,`Word`,`Worm`,`Worship`,`Wounding`,`Wrack`,`Wrath`,`Wriggle`,`Wrist`,`Write`,`Writhe`,`Yak`,`Years`,`Yellow`,`Yew`,`Zeal`,`Zealot`,`Zombie`]
var ranged_big = ["Crossbow (d10)", "Arbalest (d10)", "Eldritch weapon (d10)", "Harpoon gun (d10)", "Blunderbus (d10)"]
var ranged = ["Longbow (d8)", "Spear (d8)", "Bolas (d8)", "Pistol (d8)", "Weaponised ioun stone (d8)"]
var ranged_small = ["Sling (d6)", "Shortbow (d6)", "Blowpipe (d6)", "Whip (d6)"]
var melee_big = ["Greatsword (d10)", "Greataxe (d10)", "Halberd (d10)", "Glaive (d10)", "Scythe (d10)", "Lance (d10)", "Claymore (d10)", "Poleaxe (1d10)", "Rapier (d8)", "Longsword (d8)", "Maul (d10)"]
var melee = [ "Dagger (d6)", "Knife (d6)", "Shortsword (d6)","Axe (d6)", "Hammer (d6)", "Cutlass (d6)", "Warpick (d6)", "Mace (d6)", "Flail (d6)", "Falchion (d6)", "Cestus (d6)", "Quarterstaff (d6)", "Scimitar (d6)", "Machete (d6)"]
var armour_light = ["Quilted armour (1a)", "Leather gambeson (1a)", "Cuirass (1a)"] // "Helmet and cloak (1a)"
var armour_heavy = ["Chainmail (2a)","Breastplate (2a)"]
var shield_list = ["Wooden shield (block d12, then breaks)","Shield (block d12, then breaks)","Buckler (gambit when hit)","Tower shield (1a from front)"]
// var damage_types = ["Slashing","Piercing","Bludgeoning","Fire",["Cold","Lightning","Acid","Necrotic",["Radiant","Non-lethal","Psychic"]]]
var damage_types = ["Slashing","Piercing","Bludgeoning","Fire","Cold","Lightning","Acid","Poison","Necrotic","Radiant","Psychic","Force", ["Chaos (Necrotic + Radiant)", "Radiation (Fire + Poison)", "Catalysed (Lightning + Acid)", "Explosion (Bludgeoning + Fire)", "Steam (Cold + Fire)", "Magnetic (Lightning + Cold)"]]
class Character {
constructor(){
this.name = newName()
this.fact = newFact()
this.stats = {
str: Math.min(r(6),r(6),r(6))+1,
dex: Math.min(r(6),r(6),r(6))+1,
cha: Math.min(r(6),r(6),r(6))+1,
hp: r(6)+1
}
this.inventory = []
this.rank = Math.max(this.stats.str,this.stats.dex,this.stats.cha) + this.stats.hp
if(document.getElementById("charType").value == "Gonzo"){
var xp = 12 - this.rank
while(xp > 0) {
if(xp > 3){
this.inventory.push([talent, arcana, ranged_big, armour_heavy].sampleRec())
xp -= 3
} else if(xp > 2) {
this.inventory.push([weirdness, odd_item, melee_big, ranged, armour_light].sampleRec())
xp -= 2
} else {
this.inventory.push([melee, ranged_small, useful_item, memento, "Failed Career: "+failed_career.sampleRec(), shield_list].sampleRec())
xp -= 1
}
}
} else {
switch(this.rank){
case 2:
this.inventory.push(ranged_big.sampleRec(), armour_heavy.sampleRec(), talent.sampleRec(), memento.sampleRec())
break
case 3:
this.inventory.push(melee.sampleRec(), melee.sampleRec(), armour_light.sampleRec(), arcana.sampleRec(), odd_item.sampleRec())
break
case 4:
this.inventory.push(melee.sampleRec(), arcana.sampleRec(), odd_item.sampleRec(), weirdness.sampleRec())
break
case 5:
this.inventory.push(melee_big.sampleRec(), melee.sampleRec(), ranged_small.sampleRec(), talent.sampleRec())
break
case 6:
this.inventory.push(ranged.sampleRec(), armour_light.sampleRec(), "Failed Career: "+failed_career.sampleRec(), useful_item.sampleRec())
break
case 7:
this.inventory.push(melee.sampleRec(), ranged_small.sampleRec(), weirdness.sampleRec(), memento.sampleRec())
break
case 8:
this.inventory.push(melee_big.sampleRec(), "Failed Career: "+failed_career.sampleRec(), useful_item.sampleRec(), talent.sampleRec())
break
case 9:
this.inventory.push(arcana.sampleRec())
break
case 10:
this.inventory.push(ranged_small.sampleRec(), "Failed Career: "+failed_career.sampleRec())
break
case 11:
this.inventory.push(melee.sampleRec())
break
case 12:
break
}
}
this.inventory.push(useful_item.sampleRec(), memento.sampleRec(), odd_item.sampleRec(), weirdness.sampleRec())
}
toString(){
var output = "Name: "+this.name+"<br />"+
this.fact+"<br /><br />"+
"STR: +"+this.stats.str+"<br />"+
"DEX: +"+this.stats.dex+"<br />"+
"CHA: +"+this.stats.cha+"<br />"+
"HP: "+this.stats.hp+"<br /><ul>"
for (var i = 0; i < this.inventory.length; i++) {
output += "<li> "+this.inventory[i]
}
output += "</ul>"
return output;
}
copyText(){
var output = "Name: "+this.name+"\n"+
this.fact+"\n\n"+
"STR: +"+this.stats.str+"\n"+
"DEX: +"+this.stats.dex+"\n"+
"CHA: +"+this.stats.cha+"\n"+
"HP: "+this.stats.hp+"\n\n"
for (var i = 0; i < this.inventory.length; i++) {
output += "- "+this.inventory[i]+"\n"
}
return output;
}
}
var smells = [`burned hair`,`"oregano"`,`citrus`,`salt`,`light perfume`,`far too much perfume`,`wet dog`,`pluff mud`,`nothing, suspiciously`,`old meat`,`dried blood`,`tobacco`,`piss and vinegar`,`oiled leather`,`wet leaves`,`garlic`,`asparagus`,`stale beer`,`sulphur`,`grave dirt`,`pure water`,`baked bread`,`spices`]
var manner = [`Blunt`,`Detailed`,`Silk smooth`,`Rambling`,`Monotone`,`Breathy`,`Timid`,`Booming`,`Sheltered`,`Stuttering`,`Insincere`,`Dramatic`,`Intense`,`Cynical`,`Faint`,`Gentle`,`Drawling`,`Crude`,`Slow`,`Contrary`,`Gutteral`,`Lowly`,`Heroic`,`Watchful`]
var drive = [`Base pleasure`,`Safety`,`Domination`,`Truth`,`Service`,`Enlightenment`,`Peace and quiet`,`Petty revenge`,`Justice`,`Legacy`,`Wealth`,`Envy`,`Approval`,`Charity`,`Entertainment`,`Power and influence`,`Freedom`,`Creativity`,`Modernity`,`Laziness`,`Fame and fortune`]
var virtue = [`Assertive `,`Careful `,`Confident `,`Considerate`,`Courageous `,`Detached `,`Disciplined `,`Enthusiastic`,`Fair`,`Forgiving`,`Friendly`,`Honest`,`Hopeful`,`Idealistic`,`Loyal`,`Passionate`,`Prepared`,`Responsible`,`Thankful`,`Tolerant`]
var vice = [`Addicted`,`Alcoholic`,`Boastful`,`Condescending`,`Cowardly`,`Depressed`,`Doubtful`,`Egotistical`,`Erratic`,`Greedy`,`Grouchy`,`Hasty`,`Hedonist`,`Impatient`,`Irritable`,`Lazy`,`Manipulative`,`Secretive`,`Stingy`,`Wasteful`]
var tragic_backstory = [`Abandoned`,`Burnt-Out`,`Bereaved`,`Betrayed`,`Demoted`,`Discredited`,`Exiled`,`Failed`,`Fired`,`Forgotten`,`Hated`,`Heartbroken`,`Impoverished`,`Indebted`,`Prosecuted`,`Rejected`,`Robbed`,`Suspected`,`Victimised`,`Wanted`]
var alignment_A = [`Chaste`,`Courageous`,`Dramatic`,`Fashionable`,`Frugal`,`Generous`,`Hopeful`,`Humble`,`Patient`,`Quiet`,`Seductive`,`Unwavering`]
var alignment_B = [`Anarchist`,`Apathetic`,`Authoritarian`,`Brutal`,`Confused`,`Fatalistic`,`Hungry`,`Inebriated`,`Naughty`,`Obsessive`,`Seductive`,`Vengeful`]
function newFact(input){
var n = input || r(7)
switch(n){
case 0:
return "Smells like "+smells.sampleRec()
break;
case 1:
return manner.sampleRec()+" manner"
break;
case 2:
return "Drive: "+drive.sampleRec()
break;
case 3:
return "Virtue: "+virtue.sampleRec()
break;
case 4:
return "Vice: "+vice.sampleRec()
break;
case 5:
return "Tragic Backstory: "+tragic_backstory.sampleRec()
break;
case 6:
return "Alignment: "+alignment_A.sampleRec()+" "+alignment_B.sampleRec()
break;
}
}
function newName(input){
var n = input || r(20)
switch(n){
default:
return fname.sampleRec()+' '+lname.sampleRec()
break
case 1: case 2: case 3: case 4: case 5:
return fname.sampleRec()+' "'+nname.sampleRec()+'" '+lname.sampleRec()
break
case 6:
return lname.sampleRec()+' '+String(111+r(889))
break
case 7:
return fname.sampleRec()
break
case 8:
return ' "'+nname.sampleRec()+'" '+lname.sampleRec()
break
case 9:
return String(50+r(50))+" "+["White","Black","Red","Blue","Green","Aquamarine","Golden","Indigo","Radiant","Dark","Bright","Juggernaut","Liminal","Furious","Vigilant","Wilful","Turbulent","Shining","Sorrowful","Ardent","Adamant","Painful","Docile","Frozen","Burning","Cold","Hot","Verdant","Silent","Hopeful","Endless","Infinite","Gilded","Paper","Bloody","Recursive","Empty","Holy","Final"].sampleRec()+" "+["Chain","Blossom","Star","Gaze","Blade","Disc","Stream","River","Ocean","Mountain","Tower","Temple","Shield","Spear","Flame","Cloud","Storm","Wave","Tide","Tree","Gale","Dome","Tome","Orb","Scar","Breath","Song","Voice","Word","Thorn","Stone","Concordance","Spirit","Field","Hammer","Chisel","Ingot","Smoke","Crown","Wing","Chariot","Bridge","Flower","Continent","Comet","Moon","Meteor","Anvil","Forge","Mask","Student","Feather","Scale","Hand","Eye","Sigil"].sampleRec()+" "+["Subdues","Scours","Punctures","Purges","Accuses","Protects","Combats","Apprehends","Breaks","Shatters","Heals","Repairs","Engulfs","Questions","Crushes","Perceives","Analyzes","Enlightens","Seals","Defeats","Vanquishes","Knows","Finds","Obliterates","Preserves"].sampleRec()+" "+["Evil","the Universe","the Unrepentant","the Horizon","the Void","Darkness","the Truthful","the Untruthful","the Fortunate","the Unfortunate","the Sinful","God","the Gods","the Repentant","the Wise","the Unwise","the Holy","the Unholy","the World","Civilization","the Proud","the Greedy","the Lustful","the Wrathful","the Gluttonous","the Envious","the Slothful","the Meek","the Poor","the Hungry","the Dead","the Living","the Sun","Space-Time","the Wicked","Truth","Reality","Lies","the Virtuous","all Heretics and Cowards"].sampleRec();
break
case 10:
return ' "'+nname.sampleRec()+'" '
break
case 11:
var wNP = [`Alch`,`Ambro`,`Aug`,`Baggy`,`Bals`,`Bazh`,`Beaver`,`Beggars`,`Bipp`,`Blim`,`Bock`,`Bogg`,`Boof`,`Bork`,`Bottom`,`Broad`,`Buck`,`Bumb`,`Burner`,`Burzy`,`Bush`,`Bushy`,`Castle`,`Charm`,`Chook`,`Chum`,`Clutter`,`Cocin`,`Conju`,`Cra`,`Crad`,`Cumber`,`Dapp`,`Dhun`,`Din`,`Dinker`,`Divin`,`Doodle`,`Doop`,`Dread`,`Drub`,`Elmsley`,`Ernst`,`Eston`,`Exo`,`Fany`,`Fartle`,`Feffer`,`Ferd`,`Figgy`,`Finch`,`Fister`,`Forby`,`Fordshire`,`Fudge`,`Furge`,`Gae`,`Gant`,`Gap`,`Gax`,`Giggles`,`Gleep`,`Glum`,`Gooch`,`Grog`,`Gross`,`Hagat`,`Hal`,`Hale`,`Hand`,`Hard`,`Hargag`,`Hass`,`Hex`,`Hocus`,`Hool`,`Horn`,`Hossen`,`Hrum`,`Hulm`,`Hyggs`,`Ington`,`Jank`,`Jinx`,`Joff`,`Jolly`,`Kal`,`Kill`,`Knacker`,`Knicker`,`Kor`,`Koz`,`Kramm`,`Krang`,`Krotch`,`Lack`,`Lapper`,`Lick`,`Lord`,`Lorg`,`Magus`,`Maxi`,`Mus`,`Pow`,`Er`,`Man`,`Mazz`,`Meat`,`Meem`,`Milsh`,`Minge`,`Mo`,`Moisten`,`Molp`,`Mon`,`Moon`,`Mooth`,`Mugg`,`Nabb`,`Napper`,`Nasty`,`Nether`,`Nex`,`Oort`,`Paag`,`Packer`,`Pang`,`Panty`,`Penny`,`Piddle`,`Pimple`,`Pincher`,`Pipt`,`Pizzle`,`Pizzle`,`Plinker`,`Pocus`,`Prick`,`Prissy`,`Pubb`,`Pudding`,`Pyu`,`Quisp`,`Raco`,`Rams`,`Ramst`,`Rapp`,`Riddle`,`Road`,`Rod`,`Rool`,`Rump`,`Rune`,`Ryz`,`Sass`,`Seer`,`Shaft`,`Shafts`,`Shag`,`Shitling`,`Shoot`,`Shuffle`,`Skremp`,`Slapper`,`Slipper`,`Smelly`,`Snatch`,`Snicker`,`Sniffen`,`Sniffer`,`Spittle`,`Staff`,`Staffer`,`Star`,`Stith`,`Stone`,`Strating`,`Stratling`,`Stroop`,`Stroot`,`Stumble`,`Sundar`,`Tankle`,`Thok`,`Thorpe`,`Throck`,`Thwyp`,`Tinker`,`Tunn`,`Turkey`,`Tzim`,`Uk`,`Ul`,`Ur`,`Ursk`,`Urz`,`Val`,`Vela`,`Vex`,`Voll`,`Vree`,`Waddle`,`Waggler`,`Wall`,`Wallop`,`Wand`,`Washer`,`Wattle`,`Whistle`,`Wick`,`Wiggle`,`Willow`,`Wimple`,`Worme`,`Wort`,`Worthy`,`Wozz`,`Wump`,`Wurp`,`Xim`,`Yann`,`Yar`,`Ygg`,`Ylur`,`Zap`,`Zoot`,`Zsand`,`Zur`,`Curse`,`Flame`,`Dark`,`Null`,`Light`,`Vill`,`Green`,`Red`,`Blue`,`Time`,`Space`,`Redact`,`Scroll`,`Skull`,`Grow`,`Never`,`Alway`,`Fever`,`Silk`,`Diab`,`Illus`,`Magnet`,`Ism`,`Ology`,`Sorc`,`One`,`Seven`,`Eleven`,`Cipher`,`Ur`];
var sillyConnect = [" "," "," "," "," "," "," de "," von "," val "," ix ","-"," a "," zu "," y "," of "," d'"];
return wNP.sampleRec()+wNP.sampleRec().toLowerCase()+sillyConnect.sampleRec()+wNP.sampleRec()+wNP.sampleRec().toLowerCase()+" A.K.A. "+fname.sampleRec()
break
case 12:
// return Math.random().toString(100).substring(2,7).toUpperCase()
// return a.slice(0,4+r(4))+`, "`+fname.sampleRec()+`"`
var a = "ABCDEFGHIJKLMNOPQRSTUVWXYZ".split("")
var b = ""
for (var i = 4+r(4); i>-1; i--) { b += a.sampleRec()}
return b+`, "`+fname.sampleRec()+`"`
break
case 13:
var cons = "bcdfghjklmnpqrstvwxz".split("")
var vowels = "aeiouy".split("")
var o = ""
for (var i = 8+r(4); i>-1; i--) {
if (i%2==0)
o += cons.sampleRec()
else
o += vowels.sampleRec()
}
return o.charAt(0).toUpperCase() + o.slice(1)
break
case 14:
return words.sampleRec()+" "+words.sampleRec()
case 15:
var roman = ["II","III","IV","V","VI","IX","XIII","XIV","XCI","CLVI"]
return fname.sampleRec()+" "+roman.sampleRec()
case 16:
return fname.sampleRec()+" "+words.sampleRec()
}
}
function r(x){return Math.floor(Math.random() * x)}
function allGear(){
return ranged_big.concat(ranged, ranged_small, melee_big, melee, armour_light, armour_heavy, shield_list).sampleRec()
}
function getItem(type){
switch(type){
case 'name':
document.getElementById("outputfK2").innerHTML = newName()
break
case 'fact':
document.getElementById("outputfK2").innerHTML = newFact()
break
case 'effect':
document.getElementById("outputfK2").innerHTML = words.sampleRec()+" "+words.sampleRec()
break
case 'gear':
document.getElementById("outputfK2").innerHTML = allGear()
break
case 'consumable':
document.getElementById("outputfK2").innerHTML = useful_item.filter(str => str.match(/Potion|Scroll|Psicrystal|Totem|Bottle/)).sampleRec()
break;
default:
document.getElementById("outputfK2").innerHTML = window[type].sampleRec()
break
}
}
Array.prototype.sampleRec = function () {
var output = this[Math.floor(Math.random() * this.length)];
if(Array.isArray(output)) return output.sampleRec();
else return output;
}
String.prototype.shuffle = function () {
var output = this.split("")
var len = output.length, t, i
while(len){
i = Math.random()*len-- | 0
t = output[len]
output[len] = output[i]
output[i] = t
}
return output.join("")
}
function saveCharacter(){
window.getSelection().selectAllChildren( document.getElementById("outputfK1") )
try {
document.execCommand('copy')
window.getSelection().removeAllRanges()
alert("Copied "+c.name+" to clipboard")
} catch (err) {
alert("Save not supported, copy manually")
}
}
var c
function newCharacter(){
c = new Character();
document.getElementById("outputfK1").innerHTML = c.toString();
}
newCharacter()
</script>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com12tag:blogger.com,1999:blog-5563086658557974847.post-90294676421895402732019-12-27T20:09:00.002-08:002020-09-06T23:51:29.572-07:00Automatic List to HTML Translator - Version 3<div><b>Version 3.1 and all future versions can be found <a href="https://slightadjustments.blogspot.com/p/generator.html">here</a></b></div><div><br /></div>New features:<br />
- External formatting modifier<br />
- Markdown<br />
- Recursion up to depth 20<br />
- Improved input readability (just copy in ordinary tables with common-sense titles, even with numbers or dashes)<br />
- Improved output readability (even if you don't know how JS works, you should be able to edit the generator in post)<br />
- Test using the same function as the live generator<br />
- Fewer bugs???<br />
<br />
<textarea cols="80" id="button_name" rows="1">Button label (leave unchanged for "Generate")</textarea><br />
<textarea cols="80" id="formatting" rows="3">Result: {{Table 1}}, {{Table 2}}, {{Table 3}}
*Other* **text** __goes__ here
Formatting can also apply to table entries: **{{Table 3}}**</textarea><br />
<textarea cols="80" id="content" rows="20">Table 1
1. A
2. B
3. C
4. D
Table 2
- A
- *B*
- **C**
- __D__
Table 3
A
B {{Table 1}}
C {{Table 2}}
D {{Table 3}}
</textarea>
<br />
<br />
<button id="testButton" onclick="testOutput()">Test output</button> <button id="copyButton" onclick="copyGenerator()">Copy to clipboard</button> include "show tables" option: <input id="showTableOp" type="checkbox" />
<br />
<br />
<p id="outputText">
<script>
function expandString(str, map){
var recur_limit = 20
while (str.match(/\{\{.*?\}\}/) && recur_limit > 0){
str = str.replace(/\{\{.*?\}\}/g, (match) => {
var x = match.replace(/ /g, '_').replace(/\{|\}/g,'')
return (map.hasOwnProperty(x) ? map[x][Math.floor(Math.random() * map[x].length)] : x)
})
recur_limit -= 1
}
return str
}
class Generator{
constructor(name, format, content, showTableOp){
this.name = name
this.format = format.replace(/\*\*(.*?)\*\*/g,"<b>$1</b>").replace(/\*(.*?)\*/g,"<i>$1</i>").replace(/\_\_(.*?)\_\_/g,"<u>$1</u>").replace(/\n/g,"<br />")
this.tag = randomTag()
this.showTableOp = showTableOp
this.list_obj = {}
var a = content.split('\n\n')
for (var i = 0; i < a.length; i++){
var b = a[i].split('\n')
var current_header = header(b[0])
this.list_obj[current_header] = []
for (var j = 1; j < b.length; j++){
if (b[j] != "")
this.list_obj[current_header].push( b[j].replace(/^[0-9]*\. /, "").replace(/- /, "").replace(/\n/g,"<br />").replace(/\*\*(.*?)\*\*/g,"<b>$1</b>").replace(/\*(.*?)\*/g,"<i>$1</i>").replace(/\_\_(.*?)\_\_/g,"<u>$1</u>") )
}
}
}
copyText(){
var output = "<button onclick='selectRandom"+this.tag+"()'>"+this.name+"</button>"
if(this.showTableOp)
output += " <button onclick='showTables"+this.tag+"()'>Show tables</button>"
output += "\n<p id='outputText"+this.tag+"'>"
output += "</p>\n\n<script>\n\nfunction expandString(str, map){\n\tvar recur_limit = 20\n\twhile (str.match(/\{\{.*?\}\}/) && recur_limit > 0){\n\t\tstr = str.replace(/\{\{.*?\}\}/g, (match) => {\n\t\t\tvar x = match.replace(/ /g, '_').replace(/\{|\}/g,'')\n\t\t\treturn (map.hasOwnProperty(x) ? map[x][Math.floor(Math.random() * map[x].length)] : x)\n\t\t})\n\t\trecur_limit -= 1\n\t}\n\treturn str\n}\n\nfunction selectRandom"+this.tag+"(){\n\tvar lists = {"
for (var key in this.list_obj){
if (this.list_obj.hasOwnProperty(key)){
output += "\n\t\t"+key+": [`" + this.list_obj[key].join("`, `") + "`],"
}
}
output += "\n\t}\n\n\tdocument.getElementById('outputText"+this.tag+"').innerHTML = expandString(`"+this.format+"`, lists)\n}\n\n"
if(this.showTableOp)
output += "function showTables"+this.tag+"(){\n\tdocument.getElementById('outputText"+this.tag+"').innerHTML = `"+this.showContent()+"`\n}\n\n"
output += "<\/script>"
return output
}
testOutput(){
return expandString(this.format, this.list_obj)
}
showContent(){
var output = this.format
for (var key in this.list_obj){
if (this.list_obj.hasOwnProperty(key)){
output += '<br/><br/>'+key.replace(/_/g, ' ')
for (var i = 0; i < this.list_obj[key].length; i++){
output += '<br/>'+String(i+1)+'. '+this.list_obj[key][i]
}
}
}
return output
}
}
const header = str => {
return str.replace(/ /g, "_").replace(/\{|\}/g,"")
}
function processGenerator(){
var name = document.getElementById("button_name").value
if (name=='Button label (leave unchanged for "Generate")') name = 'Generate';
return new Generator(name, document.getElementById("formatting").value, document.getElementById("content").value, document.getElementById("showTableOp").checked)
}
function testOutput(){
var current_generator = processGenerator()
document.getElementById("outputText").innerHTML = current_generator.testOutput()
}
function copyGenerator(){
var current_generator = processGenerator()
copyToClipboard(current_generator.copyText())
alert('Copied "'+current_generator.name+'" to clipboard')
console.log(current_generator.copyText())
}
function randomTag(){
return Math.random().toString(36).substring(2,5)
}
const copyToClipboard = str => {
const el = document.createElement('textarea')
el.value = str
el.setAttribute('readonly', '')
el.style.position = 'absolute'
el.style.left = '-9999px';
document.body.appendChild(el)
el.select();
document.execCommand('copy')
document.body.removeChild(el)
}
</script></p>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com3tag:blogger.com,1999:blog-5563086658557974847.post-28485085912183758682019-12-21T20:45:00.001-08:002020-03-03T04:00:34.950-08:00Santicorn 2019: Creatures Amidst the Ash<div class="separator" style="clear: both; text-align: left;">
<a href="http://tenfootpolemic.blogspot.com/" rel="nofollow">James Young</a>, the wonderful organiser of this years Santicorn, had the following request:</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<i>Every few weeks, a poisonous fog that turns all organic life it touches to ash sweeps over the land. What creatures have evolved to survive in this hostile place?</i></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Well done to all the other participants!</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<h3>
Kludge-Gubble: a depressed ash-ling frog made from slain creatures</h3>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-bqiZIbpHLKc/Xfie6ObZd7I/AAAAAAAAAmU/M8RIWa4E3WgRJdnn64mPpFazeclM2sLwwCLcBGAsYHQ/s1600/Toad.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="660" data-original-width="880" height="300" src="https://1.bp.blogspot.com/-bqiZIbpHLKc/Xfie6ObZd7I/AAAAAAAAAmU/M8RIWa4E3WgRJdnn64mPpFazeclM2sLwwCLcBGAsYHQ/s400/Toad.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="font-size: 12.8px;">Exactly like this, but dry and powdery instead of slimy</td></tr>
</tbody></table>
<br />
What can be said about the kludge-gubble that hasn’t already been said by itself? The frog-shaped creature can be heard above the desolate wind once the Fog has passed, croaking “Woe! Woe is me!” to anyone that will hear. Nobody will hear. Because they’re all dead. You hear that kludge-gubble? It’s not all that bad. Kludge-gubbles vary in size from ordinary frog, all the way up to bull-sized sedentary brutes. If torn to shreds, each individual part has approximately 50% chance of becoming a new "baby" kludge.<br />
<br />
As far as anyone can tell, kludge-gubbles are composed almost entirely of the ash produced by creatures killed in the Fog. They have the nutritional capacity of boiled mud and their mournful croaking is enough to turn the stomach. Nonetheless, croc-vultures have been observed to land and shred the helpless beasts out of simple spite. Isn’t nature wonderful?<br />
<br />
<br />
<h3>
Helicorose: An incredibly delicate flower, that spins to produce clear air</h3>
Probably invented by a wizard as some strange attraction, this flower is otherwise helpless against common pests, and would never normally survive in the world. In the ash-washed landscapes post-Fog, free of weeds or any pests, the helicorose can flower. Looking like a mix between an orchid, an avant-garde wind-powered sculpture and a windmill, it spins constantly producing a consistent bubble of clear air directly adjacent to the main stem.<br />
<br />
Amidst the desolation wrought by the Fog, gobabbits and croc-vultures often form an uneasy truce. Then more and more of the creatures flee into the cramped bubble. One of them is pushed, knocking into the helicorose… which explodes. The delicate flower shatters into crystalline fragments, the Fog rushes in, and kills everything sheltering within the bubble of air.<br />
<br />
Nobody knows how the helicorose grows, or how it could be produced in a more resilient form. All anyone knows is, two can share a helicorose, but three will always break it.<br />
<br />
<br />
<br />
<h3>
Gobabbits: Half rabbit, half goblin, all dreadful</h3>
<div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/004/968/968/large/jonathan-fletcher-wretch.jpg?1487557687" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="798" data-original-width="800" height="318" src="https://cdna.artstation.com/p/assets/images/images/004/968/968/large/jonathan-fletcher-wretch.jpg?1487557687" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;"><span style="text-align: start;">Like this but worse. Credit </span><a href="https://www.artstation.com/artwork/rdLWG" rel="nofollow" style="text-align: start;">Jonathan Fletcher</a></span></td></tr>
</tbody></table>
<br />
<div>
Each gobabbit has 1d6 limbs, 1d6 eyes, and 1d4 mouths. They are only barely functional creatures, but that is their one redeeming feature: survival through disorganisation. Indisputably an evolutionary mistake, gobabbits take all the worst parts of a goblin and all the worst parts of a rabbit, somehow creating something more dreadful than the sum of its parts</div>
<br />
They are busy and confused creatures, and can be seen squirming up from ash-covered hatching grounds within moments of the Fogs passing. Foraging for scraps, fighting, laying their foul rubbery eggs and... mating, make up their entire short lives, before dying in some manner or another. They are incredibly resilient to disease and injury, being composed mostly of undifferentiated cancer-like tissues. Even so, they are squashed, crushed, carried off by croc-vultures, burnt in steam-vents and fall of cliffs by their hundreds. They are an unavoidable pest, unfarmable, untameable, and generally obnoxious.<br />
<br />
Someone who survives the death of the rest of their group by hiding in corpses, throwing themselves off a high ledge, or simply fleeing naked into the darkness, is often referred to as a "gobabbit". It's a mixed insult/accolade, to be sure.<br />
<br />
<br />
<h3>
Nuclear Albatross</h3>
<div>
Perhaps there is only one nuclear albatross. Perhaps it is the first or last of its species. Maybe it is a scout from another planet or eon, sent to observe the devastation we have wrought on ourselves. Whatever the case, this creature is perfectly capable of spending months on the wing, high above the Fog, warming the wind beneath their wings with the radioactive heat pouring between their lead ribcage.<br />
<br />
<b>What does the nuclear albatross have in its mouth?</b><br />
<ol>
<li>A ponds-worth of rare, possibly extinct fish</li>
<li>A merchant, who made a very bad deal</li>
<li>A nuclear albatross chick. So cute, only slightly radioactive, very hungry</li>
<li>Twelve ingots of +1 magic metal</li>
<li>A croc-vulture that has just woken up. Surprise!</li>
<li>Water-proof grimoire and an asphyxiated wizard</li>
</ol>
</div>
<br />
<h3>
Death Slime</h3>
<div>
The humble ooze, normally so resilient, was wiped out almost completely by the Fog. Only one midnight-black subspecies was capable of surviving the onslaught, and has grown to fill the ecological and geological niches that are scattered about the Fog-stricken plains. Capable of dying, desiccating and reviving seemingly at-will, the motile slime is one of the first creatures seen moving just after the Fog has passed, scooping up those who still slumber or await the sunrise, setting the horizon aflame through the haze.<br />
<br />
Death slime ranchers have had moderate success out in the Fog desert, but cooking them has encountered some difficulties. The methods attempted so far include:<br />
<br />
<ul>
<li>Boiling</li>
<li>Frying</li>
<li>Slime jerky</li>
<li>Alcohol infusion</li>
<li>Lye stew</li>
<li>Pancaking</li>
<li>Salad</li>
<li>Pickling</li>
<li>Poached</li>
<li>Burning to ash and made into bread</li>
</ul>
<div>
<br /></div>
<div>
If you can find a new method that is a) nutritious, b) effective and c) survivable will unlock vast calorific vistas.</div>
</div>
<br />
<br />
<h3>
Rock-lings: Philosophers of sand and stone</h3>
</div>
<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><br />
<a href="https://cdnb.artstation.com/p/assets/images/images/000/264/147/large/edgar-gomez-gutsman-reimagined-by-van-der-dot-d5mcham.jpg?1414001556" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="592" height="400" src="https://cdnb.artstation.com/p/assets/images/images/000/264/147/large/edgar-gomez-gutsman-reimagined-by-van-der-dot-d5mcham.jpg?1414001556" width="295" /></a></td></tr>
<tr><td class="tr-caption" style="font-size: 12.8px;">Credit <a href="https://www.artstation.com/artwork/rRNZm" rel="nofollow">Edgar Gómez</a></td></tr>
</tbody></table>
Equipped with inorganic shells of stone, the rock-lings spend their Fogs in sealed, silent meditation. They often enter this self-made isolation with thorny theological problems, emerging after the days of poison with follow-up questions, or even answers. Often, the original asker of the question is so much ash on the breeze, the irony of which is not lost on the rock-lings.</div>
<div>
<br />
<b>What is this rock-ling considering?</b><br />
<br />
<ol>
<li>If a Wish spell is cast with the command "I wish this spell was not cast" what would happen?</li>
<li>If the Authority bids you to forsake him, is it a sin to obey, or a sin to disobey?</li>
<li>Where do rats come from?</li>
<li>If two arrows are fired towards the sky, one kills a man and the other lands in the sand, why should one archer be guilty and the other not?</li>
<li>Why... and also... how? (This rock-ling discovered magnetic vodka a few minutes ago)</li>
<li>Nothing at all, just looking pensive</li>
</ol>
</div>
<div>
<br /></div>
<h3>
Croc-Vultures</h3>
<div>
<div style="text-align: left;">
<i>Nobody knows where the croc-vultures go</i></div>
<div style="text-align: left;">
<i>Maybe they go where the wind doesn't blow</i></div>
<div style="text-align: left;">
<i>Maybe they fly up up over the snow</i></div>
<div style="text-align: left;">
<i>Maybe we'll never, ever, ever know</i></div>
<div style="text-align: left;">
<i><br /></i></div>
<div style="text-align: left;">
<i>Nobody knows what the croc-vultures eat</i></div>
<div style="text-align: left;">
<i>What strange ways they have of finding their meat</i></div>
<div style="text-align: left;">
<i>What do they do in that ash-stricken heat? </i></div>
<div style="text-align: left;">
<i>What are these creatures, these horrid elite?</i></div>
<div style="text-align: left;">
<i><br /></i></div>
<div style="text-align: left;">
<i>Nobody knows what the croc-vultures see</i></div>
<div style="text-align: left;">
<i>They chortle in squalor, they savour their glee</i></div>
<div style="text-align: left;">
<i>They stare from above, when we're ready to flee</i></div>
<div style="text-align: left;">
<i>They've those round red beady eyes, one, two… three?</i></div>
<div style="text-align: left;">
<i><br /></i></div>
<div style="text-align: left;">
<i>But everyone knows</i></div>
<div style="text-align: left;">
<i>That they're fucking assholes</i></div>
</div>
<div>
<br /></div>
<div>
<br /></div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com3tag:blogger.com,1999:blog-5563086658557974847.post-22987992001706637072019-11-29T01:33:00.000-08:002020-03-03T04:00:27.957-08:00Heat Tomb, Mend Tusk, Spin Centipede - What to do with weird spells<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/006/355/827/large/greg-rutkowski-hour-of-devastation-1920.jpg?1497973092" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="588" data-original-width="800" height="292" src="https://cdnb.artstation.com/p/assets/images/images/006/355/827/large/greg-rutkowski-hour-of-devastation-1920.jpg?1497973092" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>It never looks anything like this. Credit <a href="https://www.artstation.com/artwork/nlogX" rel="nofollow">Greg Rutkowski</a></i></td></tr>
</tbody></table>
<br />
I've been dabbling with the <a href="http://www.paperspencils.com/spell-lists-stuck-here-are-some-magic-words/">Magic</a> <a href="http://questingblog.com/wp-content/uploads/2015/11/Maze-Rats-0.1.pdf">Words</a> spell system for a while. Spell research in Die Trying v.1, entirely supplanting traditional GLOG casting in <a href="https://meanderingbanter.blogspot.com/2019/02/die-trying-v1.html">Die Trying v.2</a>, humourously effective in a <a href="http://meanderingbanter.blogspot.com/2019/06/grimoire-generator-no-refunds.html">Grimoire Generator</a>, and soon to supplant the list in my <a href="http://meanderingbanter.blogspot.com/2018/10/wand-generator.html">Wand Generator</a> (as soon as I figure out how to swap out the recovery mechanic). It's been funny, challenging, thought-provoking and player engaging, but as I try and move towards something vaguely usable to someone other than me, I've hit a snag: <i>how the hell do I explain how to make spells to someone?</i><br />
<br />
To make sure we are all on the same page, a brief overview - magic words are taught, stolen, eaten or invented, combined into spells of two or more words, then cast using Magic Dice (MD, d6s). All of their numerical values is represented by the [sum] of all the MD rolled, and/or the number of [dice] used in the spell. Wizards can learn spells from a Shared list of generally useful words like "Symbol", "Conjure", "Transmute", from a list of school-related words, or from the full list of 1000 or more. If you want an example, try the Die Trying -> Cheap Tricks generator on the sidebar. You'll get a wizard that comes equipped with one of each of the previous sets.<br />
<br />
Magic words are often more symbolic than literal. "Evil" + "Protect" becomes <i>Protection from Evil</i> without any fuss. "Transmute" + "Mud" + "Meat" becomes <i>Transmute Mud to Meat</i>. Prepositions are free, as are a variety of prefixes and suffixes. Twist and turn the spell until it sounds right, reorder it. "Word" becomes "Power Word", don't question it. Working backwards, traditional single-word spells like <i>Grease</i> or <i>Sleep</i> become <i>Conjure Grease</i> and <i>Word: Sleep</i>.<br />
<br />
Wizards can freely swap and adjust their spells, they can transmute Mud to Meat as easily as they can transmute Meat to Mud. Since they are given a lot more flexibility than normal, MD in Die Trying do not return to the caster on a 1-3, they are always expended.<br />
<br />
Spells might come from a generated scroll or wand, or invented wholesale by a player working with the limited tools they've got on hand. Whatever the case, Die Trying does not (and could not) come with a spell list. It's up to the DM to work out what the spell does, how it works, and what weird side-cases could be used, at short notice, likely in-game. This is a tall order, and something I hope I can help with.<br />
<br />
<h3>
<span style="font-weight: normal;">What does the spell do?</span></h3>
Firstly, <b>a lot of spells are just <strike>bad</strike> weird</b>. <i>Boat Plant</i>? <i>Leg Cabal</i>? <i>Lapse Cheetah</i>? Not all spells are created equal. Some of so niche as to be almost entirely unusable. This is a feature, not a bug. Spell research is hard! Magic is weird and illogical! That said, don't just brush them aside completely. The three spells in the title, <i>Heat Tomb</i>, <i>Mend Tusk</i>, and <i>Spin Centipede</i> were amongst the favourite tools of Andsaca, Consort of Worms, one of the most powerful wizards I've ever had in any of my games. Figuring out how to use such tools was an engaging puzzle in and of itself, beyond any practical use. When faced with such weird combinations, don't try and make the spell better than it needs to be. They'll do something, and one day, perhaps, it'll be exactly what the player needs... but probably not. It isn't your job to invent that problem either!<br />
<br />
Secondly, <b>go with your instincts</b>. Better yet, <b>go with what the player(s) think should happen</b>. Common sense will win you the day, and most of the time, players will only try out word combinations with some idea of what the spell will do. If they are malicious and put together bizarre combination of words in attempt to trip you up or trick you, firstly, why are you playing with them? Secondly, you have my full permission for the spell to blow up in their face. Don't mess with magic, because the magic will mess back. That said, magic words are a fun and funny system. Don't punish players that experiment in a clever manner. <i>Do</i> explode cheeky players, because that is just as funny.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/a/ae/Van_Bentum_Explosion_in_the_Alchemist%E2%80%99s_Laboratory_FA_2000.001.285.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="646" height="400" src="https://upload.wikimedia.org/wikipedia/commons/a/ae/Van_Bentum_Explosion_in_the_Alchemist%E2%80%99s_Laboratory_FA_2000.001.285.jpg" width="322" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Exactly like this</i></td></tr>
</tbody></table>
<br />
<h3>
<span style="font-weight: normal;">What does the spell do <i>exactly</i>?</span></h3>
<span style="font-weight: normal;">Determining the numerical effects of a brand new spell can be scary. If it is under- or over-powered you might end up with a busted game or a disheartened player. That said, there are a lot of tools on your side. The <a href="http://goblinpunch.blogspot.com/2016/09/the-glog-wizards.html" rel="nofollow">Magic Dice</a> system is tactile and wonderful to use and re-use. If in doubt, </span><b>the spell deals [sum] damage and has a duration of [dice] rounds</b>.<br />
<br />
A lot of trad games have spells that are like lockpicks: they are a standardised and reliable solution to one well-constrained problem. You want spells that are like daggers. Lockpicks do one thing really well, daggers can also be used to pick locks, but not as reliably as lockpicks. This is fine, because daggers can also be used to:<br />
<br />
<ul>
<li>Stab things</li>
<li>Stab things from far away, via throwing</li>
<li>Pry apart things</li>
<li>Cut up your dinner</li>
<li>Perform surgery</li>
<li>Etch your name into walls</li>
<li>Stir paint</li>
<li>Cauterise a wound when heated</li>
</ul>
<br />
The spells you design should be <b>daggers, not lockpicks</b>. They should solve one problem pretty well, but not perfectly, and have a lot of weird edge-case usage. If you've played Fifth Edition, you have probably experienced the feeling of "can I use X to do Z instead of the intended usage Y? Because A and B and C and also D" and getting the answer of "*flips through the PHB and DMG for fifteen minutes* no."<br />
<br />
Finally, <b>don't panic</b>. The restrictions on spells mean they can't be spammed as much as you might think. Sometimes wizards can just wave their hands and solve a problem, and that's ok! Most of the time, they can't. If a spell is over- or under-powered, have a frank and open discussion with the player about the issue, and figure out what kind of changes might need to be made. Maybe the spell is an affront to the universe, and it slowly seals over some of it's power like a scab. Maybe the spell is just so weird and new that it takes the wizard some time getting used to it to unlock the full power.Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com9tag:blogger.com,1999:blog-5563086658557974847.post-34050842542189856242019-09-29T02:16:00.002-07:002020-03-03T04:00:21.838-08:00Minigame: Potion RouletteHere's how it works:
<br />
<br />
Everyone who wants in has to ante up. The last person at the table gets the pot. Whenever it is your turn, pick a "beverage", and drink. If you don't drink, can't drink, obviously cheat, or can't keep it down until at least your next turn, you lose and have to leave the table. Once you touch a drink, it's seen as bad form to put it back. Have fun!<br />
<br />
The drinks are a mix of botched potions, gross fluids and literal poisons. That said, you might be able to find an antidote next round! But probably not.<br />
<br />
Using this tool: "Refresh Yourselves" to load a new table, each drink has a button next to it when it is drunk and replaced. The players will only see the second list, but are allowed to sniff, scry, mix, dilute and panic as much as they want.<br />
<br />
<button onclick="initDrinkTable()">Refresh Yourselves</button>
<br />
<div id="potionRouletteOutput">
</div>
<script>
Array.prototype.sampleRec = function () {
var x = this[Math.floor(Math.random() * this.length)];
if (Array.isArray(x)) return x.sampleRec();
else return x;
}
function r(c) {return Math.floor(Math.random() * c);}
var tableSize = 6;
var currentTable = [];
var fluidAppearance = [`red`,`orange`,`yellow`,`green`,`blue`,`indigo`,`violet`,`purple`,`pink`,`gold`,`black`,`white`,`clear`,`oozing`,`slippery`,`shining`,`chunky`,`gloopy`,`sharp`,`steaming`,`gritty`,`cloying`];
var fluidContainers = [`Vial`,`Mason jar`,`Shot glass`,`Mug`,`Cup`,`Goblet`,`Skull goblet`,`Hip flask`,`Flagon`,`Horn`];
var grossTypes = ['just water','saltwater',`egg-white`,`fish sauce`,`burnt coffee`,`potato juice`,`warm lard`,`blood`,`honey-and-ants`,`oil`,`mucus`]
var alcoholTypes = [`half-finished drink`,`flat beer`,`rotten beer`,`sour wine`,`vinegar`,`curdled liquor`,`badly made mead`,`absinthe`,];
var drugTypes = [`hallucinogenic`,`sleeping draught`,`rage-inducing`,`paralysis`,`time-skip blackout`,`aphrodesiac`];
var poisonTypes = [`mushroom, 1d6`,`venom, 2d6`,`nerve agent, 3d6`,`heart attack, 1d20`,`1d4 STR`,`1d4 DEX`,`1d4 CON`,`1d4 INT`,`1d4 WIS`,`1d4 CHA`,[`halve HP`,`save or 0 HP`,`save or die`],`diseased`,`mutating`,`traumatic`];
var failedPotions = [`increases volume as you drink`,`alive, tries to escape`,`dries up rapidly`,`spoons? spoons!`,`displaces itself three inches left`,`illusory explosion`,`secretly on fire`,`floats the wrong way`,`nothing`,`turns into a playing card`,`magic jumping beans`];
var potionList = ["Adulthood","Alternate Self","Anchoring","Animate Object","Banishment","Beauty","Bounty","Breathlessness","Breathstealer","Bubble Breath","Burrow","Clairvoyance","Cloudkill","Comprehension","Contagious Laughter","Courage","Darkvision","Deadly Poison","Deep Sleep","Drunkenness","Duo-Dimensionality","Echolocation","Enlarge","Escape","Ethereality","Extra Arm","False Life","Fire Breath","Flight","Fusion","Gaseous Form","Ghost Form","Glibness","Golden Dreams","Grandeur","Green Slime","Haste","Hate","Healing","Heroism","Hope","Ice Seed","Invincibility","Invisibility","Iron Seed","Jaunt","Lantern Eyes","Legendary Fighter","Legendary Thief","Legendary Wizard","Liquid Boat","Love","Luck","Lycanthropy","Magic Weapon","Mapping","Mirror Image","Mutagen","Mutate Spell","Numb Pain",['Pass Through Metal', 'Pass Through Wood', 'Pass Through Stone', 'Pass Through Fire'],"Pause Time","Petrification","Poltergification","Polymorph","Purge","Rage","Raise Dead","Repulsion","Reverse Gravity","Reverse Time","Seal Soul","Shrink","Blessed Salt","Simulacrum","Smoke Vision","Snake Arm","Snake Conjuring","Sound Bubble","Sovereign Acid","Sovereign Glue","Sovereign Grease",["Speak with Animals","Speak with Body","Speak with Dead","Speak with Language","Speak with Trees","Speak with Metal"],['Speak with Fire', 'Speak with Water', 'Speak with Earth', 'Speak with Air'],["Speak with Locks","Speak with Shoes","Speak with Arrows","Speak with Blood","Speak with Roads","Speak with Statue","Speak with Teeth","Speak with Self","Speak with Spell","Speak with God","Speak with Stars","Speak with Universe","Speak with Light","Speak with Darkness","Speak with Memories","Speak with Dreams","Speak with Lust","Speak with Lies","Speak with Dave","Speak with Mother"],"Spell Ward","Spider Climb","Spooky","Suggestion","Gather Trinkets","Telepathy","Tongues",['Transformation - Bees', 'Transformation - Cat', 'Transformation - Dolphin', 'Transformation - Gecko', 'Transformation - Seagull', 'Transformation - Troll (2d6 rounds)'],"True Seeing","Universal Solvent","Ventriloquism","Visions of Death","Water Breathing","Water Walk","Zombify","Liquid Lockpicks",["Flesh to Stone","Stone to Flesh","Flesh to Fire","Flesh to Iron","Flesh to Wood","Flesh to Mud"],"Wizard Teeth","Demon Blood"];
function getDrink(){
var out = fluidContainers.sampleRec()+" of "+fluidAppearance.sampleRec()+" fluid (";
switch(r(6)){
case 0:
out += grossTypes.sampleRec();
break;
case 1:
out += alcoholTypes.sampleRec();
break;
case 2:
out += drugTypes.sampleRec();
break;
case 3:
out += "poison: "+poisonTypes.sampleRec();
break;
case 4:
out += "botched potion: "+failedPotions.sampleRec();
break;
case 5:
out += "potion: "+potionList.sampleRec();
break
default:
break;
}
out += ")";
return out;
}
function fillTable(){
currentTable = [];
for (var i = 0; i < tableSize; i++) {
currentTable.push(getDrink());
}
}
function replaceDrink(x){
currentTable[x] = getDrink();
displayTable();
}
function displayTable(){
var out = "<ul>";
for(var i = 0; i < tableSize; i++){
out += "<li>"+currentTable[i]+" <button onclick='replaceDrink("+i+")'> </button></li>";
}
out += "</ul><br>Player version:<ul>";
for(var i = 0; i < tableSize; i++){
out += "<li>"+currentTable[i].split(" (")[0]+"</li>";
}
document.getElementById("potionRouletteOutput").innerHTML = out;
}
function initDrinkTable(){
fillTable();
displayTable();
}
</script>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com3tag:blogger.com,1999:blog-5563086658557974847.post-82707130642258928782019-08-03T01:38:00.000-07:002020-03-03T04:00:13.350-08:00GLOG Curse: "Wizzard Bidness"This isn't "Wizard Business". This is "Wizzard Bidness". It's the difference between a scientist and a science enthusiast. Everything is going to go wrong, and it'll be your fault, but man, look at all these results! For further reading, see <a href="https://www.youtube.com/watch?v=CeJ1Sauv2gc" rel="nofollow">here</a>.<br />
<br />
This is a Curse class for the current GLOGosphere challenge. The first template is accrued through critically failing a Save vs. Fear upon seeing someone else be killed in a horrible accident while visiting the Haunted Alchemabulary. Rather than taking the sensible option of running and screaming, you feel an overwhelming <i>curiosity</i>. Maybe that only happens sometimes. Maybe it happens all the time. Either way, it's time for more TESTS.<br />
<br />
Other, truly wonderful and/or bizarre GLOG Curse classes:<br />
Princesses and Pioneers - <a href="https://princesses-and-pioneers.tumblr.com/post/186756775968/mirror-struck" style="text-decoration-line: none;" target="_blank">Curse of the Mirror Struck</a><br />
A Blasted, Cratered Land - <a href="https://crateredland.blogspot.com/2019/08/holding-out-for-hero.html" style="text-decoration-line: none;" target="_blank">Curse of the Hero</a><br />
Archon's Court - <a href="https://archons-court.blogspot.com/2019/08/glog-class-nanoweapon-poisoned.html" style="text-decoration-line: none;" target="_blank">Nanoweapon Poisoning</a><br />
Same is Shark in Japanese - <a href="https://sameissharkinjapanese.blogspot.com/2019/08/glog-class-so-im-participating-in.html" style="text-decoration-line: none;" target="_blank">Curse of Ska</a><br />
Slugs and Silver - <a href="https://slugsandsilver.blogspot.com/2019/07/curse-as-class-contest-ogre.html" style="text-decoration-line: none;" target="_blank">Curse of the Ogre</a><br />
Anxious Mimic - <a href="http://anxiousmimic.blogspot.com/2019/08/glog-class-oath-cursed-and-oath-rot.html" style="text-decoration-line: none;" target="_blank">Curse of Oath-Rot</a><br />
Benign Brown Beast - <a href="https://benignbrownbeast.blogspot.com/2019/08/restless-dreamer.html" style="text-decoration-line: none;" target="_blank">Curse of the Restless Dreamer</a><br />
Parasites and Paradoxes - <a href="https://parasitesandparadoxes.blogspot.com/2019/08/glog-class-doppelganger.html" style="text-decoration-line: none;" target="_blank">Curse of the Doppelganger</a><br />
Bugbear Slug - <a href="https://bugbearslug.blogspot.com/2019/08/the-abattoir-god.html" style="text-decoration-line: none;" target="_blank">Curse of the Abattoir God</a><br />
Words for Yellow - <a href="http://wordsforyellow.blogspot.com/2019/08/curses.html" style="text-decoration-line: none;" target="_blank">Several curses in one!</a><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/000/668/130/large/jan-wessbecher-jan-wessbecher-demon-prince.jpg?1443928981" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="422" height="640" src="https://cdna.artstation.com/p/assets/images/images/000/668/130/large/jan-wessbecher-jan-wessbecher-demon-prince.jpg?1443928981" width="336" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This can only go well. Credit <a href="https://www.artstation.com/artwork/nEALe" rel="nofollow">Jan Weßbecher</a></td></tr>
</tbody></table>
<br />
<br />
<a name='more'></a><br />
<br />
<div>
<div style="text-align: center;">
<b>WIZZARD BIDNESS</b></div>
<div>
<br /></div>
<div>
Starting equipment: three jars of unknown fluids, three empty jars, clipboard</div>
<div>
<div>
<br /></div>
</div>
<div>
<b>A </b>Here, Hold This, -1 max HP, +1 Save</div>
<div>
<br /></div>
<div>
<b>B </b>Controlled Conditions, -1 max HP, +1 Save</div>
<div>
<br /></div>
<div>
<b>C </b>Sample Size of One, -1 max HP, +1 Save</div>
<div>
<br /></div>
<div>
<b>D </b>Universal Thesis, -1 max HP, +1 Save</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<div>
<b>Here, Hold This</b></div>
<div>
Once per day, instead of suffering from the effects of a failed save or other non-attack, you can have someone else take it instead. So long as it is feasible, they are at least neutrally-aligned to you, and they fail a save, then they suffer the effect in your place. If they are directly adjacent, then they don't get a save.</div>
<div>
<br /></div>
<div>
<b>Controlled Conditions</b></div>
<div>
If you've made a Save against an effect once, and intentionally have it target you again, you can make an INT check instead of a Save. Your bonus to Save from your Wizzard Bidness templates still applies.</div>
<div>
<br /></div>
<div>
<b>Sample Size of One</b></div>
<div>
If you succeed on a Save against something with multiple random potential effects, then you can choose to fail and take a look at the random table that the effect came from. Using Controlled Conditions does not apply.</div>
<div>
<br /></div>
<div>
<b>Universal Thesis</b></div>
</div>
<div>
In a process involving you taking 1d100 damage, you can adjust one game-rule. Depending on it's non-feasibility, it may revert after 1d10 hours, but will likely remain a permanent and retroactively continual.</div>
<div>
<br /></div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com9tag:blogger.com,1999:blog-5563086658557974847.post-49104882505047402542019-07-02T01:28:00.002-07:002020-03-03T04:00:06.115-08:00The Fool's Tower - Infinite Dungeon Exploration<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/016/668/122/large/maksym-harahulin-tower-night.jpg?1553016412" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="372" data-original-width="800" height="296" src="https://cdna.artstation.com/p/assets/images/images/016/668/122/large/maksym-harahulin-tower-night.jpg?1553016412" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Like this, but a little taller. Credit <a href="https://www.artstation.com/artwork/qA6QYz" rel="nofollow">Maksym Harahulin</a></td></tr>
</tbody></table>
<br />
When you see it come over the horizon, you can't help but rub yours eyes. It looks a little like having an eyelash slowly drop down into your eye, but no matter what you do, it doesn't go away. It stretches up to the clouds and beyond, a flaw in the sky, an error in reality, an impossible structure that should collapse like a castle made of cards stacked end-to-end.<br />
<br />
But it endures. Cannon has been brought to bear against it, once. Just once.<br />
<br />
The nobles hate it. Peasants will drop tools and wander over from a town across, and flood in through whichever snarling visage the gate presents itself as that day. A couple come out bearing obscure trinkets or bizarre pieces of furniture. Some come out scarred and torn, missing limbs, missing memories. Most don't come out at all.<br />
<br />
The rules:<br />
<ul>
<li>Each room contains a small golden key and a wooden door.</li>
<li>Touching the key to the door causes both to be destroyed, and the stairs upwards revealed.</li>
<li>Both key and door are immune to all spells, and breaking the door reveals only solid rock.</li>
<li>Each room will have a number of "elements", preventing easy access to either the key, the door, or other important items. These aren't puzzles, just irritating obstacles, usually dangerous, potentially lethal.</li>
<li>The number of elements in each room starts at two, and increases every 1d6 floors.</li>
<li>The key will usually be visible, but not always. There will usually be enough light to see by, but not always.</li>
<li>Enemies cannot move more than one room away from their starting location, unless they have your express permission.</li>
<li>The tower and everything in it resets each visit.</li>
<li>A few items are specifically "loot" items, you will be told if this is the case.</li>
<li>Everything else is "furniture", and will crumble to ash when removed from the tower, excepting one single chosen item.</li>
<li>"Furniture" especially includes trap components, enemies, recruited allies, corpses and chunks of wall.</li>
<li>Speaking your true name has palpable force equivalent to the highest floor you have reached.</li>
</ul>
<br />
<br />
<button onclick="nextRoom()">Next Room!</button>
<br />
<br />
<div id="infiniteDungeonOutput">
</div>
<script>
Array.prototype.shuffle = function() {
var temp, loc;
for (var i = this.length-1; i>0; i--) {
loc = r(i+1);
temp = this[i];
this[i] = this[loc];
this[loc] = temp;
}
};
Array.prototype.sample = function () {
return this[Math.floor(Math.random() * this.length)]
}
function r(c) {return Math.floor(Math.random() * c);}
var numComp = 2;
var tierRemain = r(6);
var floorNum = 1;
document.getElementById("infiniteDungeonOutput").innerHTML = "Entrance: "+["Grinning","Snarling","Screaming","Shattered","Twisted","Metal","Glass","Engraved"].sample()+" "+["Skull","Horned Skull","Three-Eyed Skull","Toothsome Skull","Jackal","Wolf","Crow","Vampire","Medusa","Mess of Flesh"].sample();
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</script>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com12tag:blogger.com,1999:blog-5563086658557974847.post-35557503559146161872019-06-28T00:58:00.003-07:002020-03-03T04:00:00.446-08:00"What can change the nature of a man? Is it drugs? It's drugs" - Narcomancer and Beeromancer Wizard SchoolsI've had both of these wizard schools sitting in my generator for months now, without a problem. Now I have had two Narcomancers and a Beeromancer show up, and it is a <i>nightmare</i>.<br />
<br />
So I'm inflicting it upon you, gentle reader. Hubris!<br />
<br />
<br />
<hr />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/005/878/160/large/lester-camacho-colofinal2.jpg?1494408735" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="677" height="400" src="https://cdna.artstation.com/p/assets/images/images/005/878/160/large/lester-camacho-colofinal2.jpg?1494408735" width="337" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">First time is free. Then you pay. Credit <a href="https://www.artstation.com/artwork/PYYPy" rel="nofollow">Lester Camacho</a></td></tr>
</tbody></table>
<br />
<br />
<b>Perk</b>: All drugs you prepare take effect instantly, and you can take them as a free action.<br />
<br />
<b>Drawback</b>: Disadvantage on checks involving courtesy, partying or appearance.<br />
<br />
<b>Starting equipment</b>: Three caches of drugs, three doses each.<br />
<br />
Here are <a href="http://goblinpunch.blogspot.com.au/2013/12/drugsdrugsdrugs.html" rel="nofollow">some</a> <a href="http://monstermanualsewnfrompants.blogspot.com.au/2013/07/magic-drugs.html" rel="nofollow">excellent</a> <a href="https://unlawfulgames.blogspot.com/2018/06/huffing-stuff.html" rel="nofollow">lists</a> <a href="http://monstermanualsewnfrompants.blogspot.com.au/2017/07/too-many-if-any.html" rel="nofollow">of</a> <a href="http://tenfootpolemic.blogspot.com/2017/03/drugs.html" rel="nofollow">drugs</a>, many of them showing up summarised in the list below.<br />
<div>
<ol>
<li>Alterket (+damage resistance, -dodge, immune to pain and can't feel HP)</li>
<li>Notcoke (+attack, +initiative, save vs. impulse decisions)</li>
<li>Otherpot (immune to illusions and spell-interuption, save vs. screwups when you try anything new)</li>
<li>Unmandy (+ranged attacks, read emotions through facial expressions, very chatty and no filter, save vs. distractions)</li>
<li>Oblian (+damage, +HP, -awareness, save vs. naps)</li>
<li>Tooka (predict all opponent actions, 1-in-6 it's just too confusing and makes you feel sick)</li>
<li>Tuss (+Int, +Wis, +spell research, -Dex)</li>
<li>Talkleaf (+initiative, +save vs. fear, -carrying capacity, makes you nervous if you can't smoke)</li>
<li>Crate (+Con, +endurance, -focus, difficulty judging time)</li>
<li>Terrorleaf (+Str, +rage, +save vs. charm, paranoia and psychotic breaks)</li>
<li>Coffee (+Wis, +Dex, each dose makes up for 2 hours lost sleep, +crit fail range)</li>
<li>Drill (+save, body load fills inventory slots, [dose]% chance of hallucinating vermin)</li>
<li>Silvercaps (immune to nausea and sickness, -fall damage, body load fills inventory slots)</li>
<li>Pixie Dust (+float off the ground, +Cha, -Wis, save vs. sparkles)</li>
<li>Wizard Teeth* (+1 MD for the day, -save)</li>
<li>Fizzbop* (+2 MD for the next spell, +1 Instability Die, -save)</li>
<li>Talakeshi Jelly (+initiative, +Str, doubled food requirements, all breakdowns/insanities are psychosis)</li>
<li>Mevverwen** (+euphoria, forget the last N rounds, removes mental effects in that time, -Wis)</li>
<li>Angelshit (+Wis, +inventory but lose items if not drugged up, save vs. horror at the sight of corners)</li>
<li>Brood*** (+max HP, feel bugs everywhere, save vs. eating coal/dirt/tar/sulphur)</li>
</ol>
<div>
*Each Tolerance point decreases your MD-keep-range by 1. So, starting at keep 1-3, lose 4-6, the first point of Tolerance changes this to keep 1-2, lose 3-6. If your keep range drops below 1, you lose a point of max MD and start again at keep 1-3.<br />
**Each point of Tolerance will eat the first floating X you gain that day<br />
***A random body part grows insect legs per Tolerance in addition to -1 max HP. Pray that it isn't important/internal, as it might try and escape</div>
<br /></div>
<div>
<b>Usage rules</b> (very slightly edited from <a href="http://tenfootpolemic.blogspot.com/2017/03/drugs.html" rel="nofollow">here</a>):</div>
<div>
<ul>
<li>Each drug has several effects listed, upsides, downsides and side-effects. </li>
<li>When you take N doses of a drug, you take:</li>
<ul>
<li>+N to any of the upsides</li>
<li>-N to the downsides</li>
<li>And make saves or suffer a side-effect </li>
</ul>
<li>At the end of a day when you took drugs, make a CON check with...</li>
<ul>
<li>Add your Wisdom modifier</li>
<li>Add your Tolerance</li>
<ul>
<li>If you fail, gain a point of Tolerance</li>
</ul>
</ul>
</ul>
<div>
<b><br /></b></div>
<div>
<b>Tolerance</b></div>
</div>
<div>
<ul>
<li>Represents the drug becoming less effective for you</li>
<li>If there are any upsides, each point of Tolerance gives you a negative to that stat</li>
<ul>
<li>If upsides are non-numerical, figure out the opposite of it, or apply a penalty to the relevant trait</li>
<li>If the drug has an * after it, then the Tolerance penalty is different</li>
</ul>
<li>For instance, a point of Tolerance to Notcoke will give you -1 Attack and -1 Initiative. Luckily, you can just take a hit to cancel it out! Lucky, lucky you...</li>
</ul>
<div>
<br /></div>
<div>
<b>Recovery and Withdrawal</b></div>
</div>
<div>
<ul>
<li>If you go a week without taking you have Tolerance for, make the same CON check, but <i>subtract</i> your Tolerance instead of adding it</li>
<ul>
<li>If you succeed, lose a point of Tolerance</li>
<li>If you fail, the effects of the Tolerance are at x2 until you take a hit</li>
<ul>
<li>If you fail again next week, the effects are at x3 etc.</li>
</ul>
</ul>
</ul>
</div>
<div>
<b><u></u></b>
<b><u><br /></u></b>
<b><u>Spells:</u></b><br />
<ol>
<li>Confusion</li>
<li>Animate Powder</li>
<li>Inflict Withdrawal</li>
<li>Phantom Limb</li>
<li>Circle of Mushrooms</li>
<li>Sleep</li>
<li>Profitable Curse</li>
<li>Haste</li>
<li>Teleport Substance</li>
<li>Cone of Numbness</li>
<li>Brain Swap</li>
<li>Extract Essence</li>
</ol>
<br />
<b>Confusion</b><br />
<div>
R: 30ft T: creature D: [sum] rounds</div>
<div>
For the duration, the target cannot differentiate between friend or foe, different directions, or specific items, so long as they are even <i>slightly</i> similar<br />
<br />
<b>Animate Powder</b><br />
<div>
R: touch T: drug D: [sum] minutes</div>
<div>
Turns the drug into a tiny critter (1 HP, 0 Def), changing form depending on the drug. Can apply themselves to a willing target, but an unwilling target can swat it away with an attack roll. Stimulants have +[dice] Defence, relaxants have +[dice] HP, hallucinogens can change appearance randomly and do so each round.<br />
<br />
<b>Inflict Withdrawal</b><br />
<div>
R: eye-line T: creature D: [sum] rounds</div>
<div>
This spell requires taking a hit of a drug while staring at the target. The drug takes effect as normal, but for the duration of the spell, the target must endure the effects of [dose]x[dice] Tolerance. If you have no personal Tolerance to the drug being used, Save ends.<br />
<br />
<b>Phantom Limb</b><br />
<div>
R: 50ft T: limb D: [sum] rounds</div>
<div>
For the duration, you control the actions of that limb each round. Target can make a Strength-[dice] check as an action to try and prevent it. In addition, you take half of any damage inflicted specifically on that limb.<br />
<br />
<b>Circle of Mushrooms</b><br />
<div>
R: 10ft T: floor beneath caster D: instant</div>
<div>
Roll 1d8+[dice] on the following table. Roll at -2 if the floor is solid rock or something equally inhospitable, +1 if the floor is coated in manure of a particular quality:<br />
<br />
2. or less: green slime. Oh dear...<br />
3. Stinking fungus, causes severe gastric distress if eaten, or even smelt too much<br />
4. Wriggleweed, will try and eat your shoes<br />
5. Edible, if disgusting, 1d4-1 rations<br />
6. <a href="https://coinsandscrolls.blogspot.com/2018/01/osr-myconids-part-2.html" rel="nofollow">Mushmice</a>, highly mobile, useful distractions<br />
7. Potent hallucinogens, save vs. bad trip<br />
8. Edible, 1d4+[dice] rations<br />
9. Tasty, exquisitely poisonous, save or die if eaten<br />
10. Truffles! Will go off remarkably quickly, but valuable while fresh<br />
11. Purgatives, useful for rebalancing the humours and clearing out whatever other poisonous mushrooms you've eaten...<br />
12. or more: Own choice!</div>
<div>
<br />
<b>Profitable Curse</b><br />
<div>
R: 30ft T: creature D: [dice] hours</div>
<div>
If the target creatures dies before this spell elapses, and they are under the effects of a particular drug, their corpse contains [dose]x[dice] additional doses of the drug. Extracting these doses is likely to be gross, messy, risky and result in inferior product.<br />
<br />
<div>
<b>Teleport Substance</b><br />
<div>
R: [dice]x10ft T: creature D: [sum] rounds</div>
<div>
Up to [dice] doses of a substance are swapped with an equal quantity of water within the target. If they succeed on the save, then the next nearest target must make a save. This continues until the water is successfully swapped.<br />
<b><br class="Apple-interchange-newline" />Cone of Numbness</b><br />
<div>
R: 15ft cone T: creatures D: [sum] rounds</div>
<div>
All targets have -4 on the first roll they make each round.</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div>
<br /></div>
<div>
<ol>
</ol>
<b><u>Emblem Spells</u></b><br />
<b><u><br /></u></b>
<b>Brain Swap</b><br />
R: touch T: creature and self, or two creatures D: instant<br />
If an unwilling target has more than [dice] HD, they can make a Save to negate. If both targets are unwilling, the higher HD/Save is used. If the spell is successful, then all the memories, spells, and abilities are transferred between the two. If either body had Tolerance to a drug, then half of it is left behind, as are any Withdrawal symptoms. This is a heretofore unknown spell to society, but will be condemned as Necromancy is if discovered.<br />
<br />
<b>Extract Essence</b><br />
R: touch T: creature ability D: [sum] hours<br />
Unwilling targets can Save to negate, unless the caster has ten minutes of contact to cast the spell. Once complete, the ability is compressed into an elixir, philtre, powder or potion, and can be consumed. The ability will return when the spell expires, and some exceptionally strong abilities will lose an hour of duration per active use.<br />
<br />
<b><u>Malignancies</u></b><br />
<b><u><br /></u></b>
<b>Mishaps:</b><br />
<ol>
<li>Gain 1 trauma</li>
<li>Take 1d6 damage</li>
<li>Mutation for 1d6 turns, save or permanent</li>
<li>Spell hits a random additional target</li>
<li>Unable to discern friend or foe for 1d6 rounds</li>
<li>Gain a point of tolerance</li>
</ol>
<div>
<b><br /></b>
<b>Dooms:</b></div>
<div>
<ol>
<li>All (all) bodily fluids are replaced with mild opiates. -1d4 Constitution, permanently</li>
<li>One of your limbs permanently turns into a lump of highly addictive substance, heretofore undiscovered. It's mostly immovable and completely useless.</li>
<li>The rest of your body follows suit, 3-in-6 to remain conscious, but you are effectively a corpse</li>
</ol>
<div>
<br />
This Doom could be prevented by taking the Angelic Ultimate Detox. Which obliterates every internal organ. Usually. It is also only ever given to good people. Taking drugs is a sin.<br />
<br /></div>
</div>
<br />
<br class="Apple-interchange-newline" />
<hr />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/002/988/372/large/andre-meister-andremeister-dwarf.jpg?1468183720" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="566" height="320" src="https://cdna.artstation.com/p/assets/images/images/002/988/372/large/andre-meister-andremeister-dwarf.jpg?1468183720" width="226" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">PARTAAYY. Credit <a href="https://www.artstation.com/artwork/ZOeb1" rel="nofollow">André Meister</a></td></tr>
</tbody></table>
<b><br /></b>
<b><br /></b>
<b>Perk</b>: If you gain five drunkenness in one day, gain +1 MD. Anyone assisting you in casting a spell can "contribute" their drunkenness to it, usually by saying "I love you man" or throwing up while leaning on you.<br />
<br />
<b>Drawback</b>: Can't cast spells if completely sober.<br />
<br />
<b>Starting equipment</b>: Three potent drinks, each worth three drunkenness.<br />
<br />
(Alcohol is simple - each point of Drunkenness increases critical fail range by 1)<br />
<br />
<br />
<b><u>Spells:</u></b><br />
<ol>
<li>Enchant Improvised Weapon</li>
<li>Cure Wounds*</li>
<li>Water to Wine</li>
<li>Wine to Vodka</li>
<li>Explode Alcohol</li>
<li>Aura of Intoxication</li>
<li>Wizard Vision</li>
<li>Detect Party</li>
<li>Purge Body</li>
<li>Shape Alcohol</li>
<li>Eldritch Hangover</li>
<li>Summon Party</li>
</ol>
<br />
<b>Enchant Improvised Weapon</b><br />
R: touch T: non-weapon object D: one fight<br />
The next attack you make with target object deals +[sum] damage, at +[dice] to-hit, breaks the object and ends the spell.<br />
<br />
<b> Water to Wine</b><br />
R: touch T: body of water D: permanent <br />
Turns [sum] litres of water into low-grade hooch. Alternatively, deals [sum]/2 poison damage to touched creature, save for half, as well as [dice] drunkenness.<br />
<br />
<b> Wine to Vodka</b><br />
R: touch T: wine or other alcoholic beverage D: permanent<br />
Condenses up to [sum] litres of wine, or whatever you have on hand, into a collection of drinks that is [dice]x2 times stronger and lower in volume, producing a cloud of steam. This also traps many magical impurities in the process, save vs. Mishap if you cast any Beeromancy spells on or with drinks produced by this spell.<br />
<br />
<b> Explode Alcohol</b> (based on <a href="https://coinsandscrolls.blogspot.com/2017/11/osr-necromancers.html" rel="nofollow">Explode Corpse</a>)<br />
R: 50ft T: booze D: instant<br />
Target container or puddle explodes, dealing damage in a [dice]x5' radius, Save vs Dexterity for half. The maximum damage dealt is dependent on the potency:<br />
Swill: 1<br />
Beer/Wine: 1d6<br />
Spirits, liquors: 2d6<br />
Rare and weird: 3d6<br />
Ancient, eldritch and/or one-of-a-kind: 6d6<br />
<br />
<b> Aura of Intoxication</b><br />
R: 20ft radius T: self D: [sum] minutes<br />
Everyone in the Aura has [dice]x2 additional Drunkenness.<br />
<br />
<b> Detect Party</b><br />
R: [sum] miles T: party D: instant<br />
You know the direction and approximate route to the nearest gathering of two or more people where the majority are having a good time. You can add [dice] additional conditions, like "needs a drink" or "nobody hungers for human flesh". <br />
<br />
<b> Purge Body</b><br />
R: touch T: creature D: [dice] rounds<br />
Target must save vs. horrendous bodily disfunction (i.e. stun) each round. It's messy as hell, but they can make a new save against any ingested poisons, beverages or drugs each round. If you are mad, you might be able to recover some of whatever they... relieve themselves of.<br />
<br />
<b> Shape Alcohol</b><br />
R: 100ft T: drunk creatures D: instant<br />
Deals [sum] damage to any creature within 20ft of a given point that is drunk. In addition, as Shape Water, only applying to alcohol of course.<br />
<br />
<b><br /></b>
<br />
<div>
<b><u>Emblem Spells</u></b></div>
<div>
<b><u><br /></u></b><b>Eldritch Hangover</b><br />
R: touch T: one creature D: until dispelled<br />
As <i>Bestow Curse</i>, with zero of the normal backlash on you. However, any hangover cure has a 50% chance of dispelling the curse, with only a single chance at working. Save+4 negates, at a [sum] penalty. If they target saves, they suffer a crippling headache and a tongue tasting like cat vomit for [sum] rounds instead, to no other effect.<br />
<br />
<b>Summon Party</b><br />
R: 0 T: self D: [sum] hours<br />
Brings [sum] people to a given location, with the specific and general purpose of having a good time and getting to know each other. While this spell does seem to be merely the result of popularity and coincidence, it <i>is</i> an actual magical effect. When cast, pick [dice] of the following, and roll one at random:<br />
<ol>
<li>They arrive in minutes, if not seconds.</li>
<li>Everyone brings enough food and booze for everyone else.</li>
<li>They come armed and potentially armoured.</li>
<li>They arrive on entirely unsuitable means of transport, potentially the infamous flying Booze Boat of Captain Joe of the 77nd [sic] Beer Battalion, the original Beeromancer.</li>
<li>You can specifically invite [dice] people by name, they'll be there no matter what, so long as they are within [sum] miles. Don't invite dead people, it's just not worth it.</li>
<li>Their raucous cacophony is guaranteed to bring the local authorities within 2d6 rounds, wherever you are.</li>
<li>Local humanoids will wander in and, after having a great time, think the party members are awesome.</li>
<li>BYOP - Bring Your Own Potions!</li>
<li>The Party is a pool party, and you weren't informed. Luckily, they brought their own water.</li>
<li>The Party sends a representative of the Central Committee to give you your next set of nonsensical orders</li>
<li>Half the party is partly imaginary, and will forget anything negative that they experience during the party.</li>
<li>A surprise guest will join the party halfway through! They will be famous, supernatural or just incredibly fun, potentially all three.</li>
</ol>
<br />
<br />
<b><u>Malignancies</u></b><br />
<b><u><br /></u></b><b>Mishaps:</b><br />
<ol>
<li>Gain 1 trauma</li>
<li>Take 1d6 damage</li>
<li>Mutation for 1d6 turns, save or permanent</li>
<li>Random stat is halved until you sober up</li>
<li>Random limb becomes hostile to you, 2d6 rounds</li>
<li>Forced purge, lose all drunkenness… messily</li>
</ol>
<div>
<b><br /></b>
<b>Dooms:</b></div>
<div>
<ol>
<li>The next time you carouse, you and everyone that carouses with you wakes up in a completely new location, with half of your inventory replaced with random items, and no memory of how you got there.</li>
<li>Your liver packs up shop and leaves. Roll to determine which way it exits. One hour after taking any drink, you take 1d6 poison damage. Your Save vs. Poison drops to 1.</li>
<li>Terrible but completely ordinary accident once per day if you are drunk, save vs. death unless you stay completely sober.</li>
</ol>
<div>
Avoiding the Doom, apart from not drinking, is incredibly difficult. Having your biology completely replaced is a start, but fundamentally, if you aren't being poisoned by booze, the magic doesn't flow. Perhaps try combining the weirdness of the <a href="https://coinsandscrolls.blogspot.com/2018/02/osr-archaeans_11.html" rel="nofollow">Archaeans</a> with the susceptibility of the <a href="https://coinsandscrolls.blogspot.com/2018/01/osr-myconids-part-1.html" rel="nofollow">Myconids</a>.</div>
</div>
</div>
<br />
<br />
<br />
<br /></div>
</div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com4tag:blogger.com,1999:blog-5563086658557974847.post-55567011311778891442019-06-17T03:49:00.001-07:002019-11-03T03:52:38.865-08:00Grimoire Generator - NO REFUNDS<button onclick="newGrimoireXYg()">Another!</button><br />
Ritual components: <input type="checkbox" id="components"><br />
<p id="grimoireOutputXYg"></p>
<script>
Array.prototype.shuffle = function() {
var temp, loc;
for (var i = this.length-1; i>0; i--) {
loc = r(i+1);
temp = this[i];
this[i] = this[loc];
this[loc] = temp;
}
};
Array.prototype.sample = function () {
return this[Math.floor(Math.random() * this.length)]
}
function r(c) {return Math.floor(Math.random() * c);}
var spellWordList = [`Absolute`,`Absorb`,`Abyss`,`Acid`,`Addict`,`Addiction`,`After`,`Ailment`,`Air`,`Albatross`,`Alcohol`,`Altar`,`Alter`,`Always`,`Amber`,`Analyse`,`Anchor`,`Angel`,`Anger`,`Animate`,`Ant`,`Antelope`,`Antennae`,`Anti`,`Antler`,`Ape`,`Apocalypse`,`Appendage`,`Appendix`,`Arc`,`Arm`,`Armadillo`,`Armor`,`Arrow`,`Artery`,`Ash`,`Ask`,`Attack`,`Attract`,`Aura`,`Aurora`,`Avenge`,`Awaken`,`Away`,`Axe`,`Baboon`,`Back`,`Badger`,`Bag`,`Balance`,`Ball`,`Bamboo`,`Bane`,`Banish`,`Bark`,`Barracuda`,`Barren`,`Barrier`,`Basalt`,`Bat`,`Beacon`,`Beak`,`Beam`,`Bear`,`Beard`,`Beast`,`Beaver`,`Become`,`Beetle`,`Belch`,`Bellow`,`Belly`,`Bend`,`Bestow`,`Bewilder`,`Beyond`,`Bezoar`,`Bind`,`Bite`,`Black`,`Blade`,`Blasphemous`,`Blast`,`Blight`,`Blind`,`Blink`,`Blob`,`Blood`,`Bloodhound`,`Blossom`,`Blow`,`Blue`,`Boar`,`Body`,`Boil`,`Bolt`,`Bone`,`Bones`,`Book`,`Bow`,`Brain`,`Breath`,`Breathe`,`Brew`,`Bridge`,`Brine`,`Bronze`,`Brush`,`Bubble`,`Build`,`Bull`,`Burn`,`Butterfly`,`Bypass`,`Cabal`,`Call`,`Camel`,`Cancel`,`Candle`,`Carapace`,`Carbon`,`Carry`,`Carving`,`Cascade`,`Cat`,`Cauldron`,`Centipede`,`Chain`,`Chameleon`,`Change`,`Changeling`,`Chaos`,`Chariot`,`Charisma`,`Charm`,`Cheat`,`Cheetah`,`Child`,`Chill`,`Choke`,`Circle`,`City`,`Clap`,`Claw`,`Clay`,`Clean`,`Cleric`,`Clinging`,`Cloak`,`Clone`,`Close`,`Cloth`,`Cloud`,`Cloying`,`Cockroach`,`Code`,`Coil`,`Colossus`,`Colour`,`Comb`,`Combine`,`Come`,`Command`,`Communicate`,`Communion`,`Compel`,`Conceal`,`Conduit`,`Cone`,`Confuse`,`Confusion`,`Conjure`,`Constitution`,`Consume`,`Contact`,`Contaminate`,`Contemplate`,`Continual`,`Control`,`Copper`,`Core`,`Corpse`,`Corrupt`,`Coruscatory`,`Cough`,`Cowardice`,`Coyote`,`Cranial`,`Crawl`,`Create`,`Creep`,`Cricket`,`Crime`,`Crocodile`,`Cross`,`Crouch`,`Crow`,`Crown`,`Crush`,`Cry`,`Crystal`,`Cube`,`Cult`,`Cure`,`Curse`,`Dagger`,`Damn`,`Dance`,`Dark`,`Darkness`,`Day`,`Dead`,`Deafen`,`Death`,`Deceive`,`Decimate`,`Decipher`,`Deer`,`Defend`,`Degenerate`,`Delay`,`Demon`,`Desecrate`,`Desire`,`Detect`,`Detonation`,`Devil`,`Devour`,`Dexterity`,`Diamond`,`Dig`,`Digestion`,`Dimension`,`Diminish`,`Direction`,`Disc`,`Disease`,`Disembowel`,`Disguise`,`Disgust`,`Disk`,`Dismember`,`Dispel`,`Dispell`,`Dissolve`,`Distant`,`Distortion`,`Distract`,`Divide`,`Doctor`,`Dog`,`Donkey`,`Doom`,`Door`,`Dragon`,`Drain`,`Draw`,`Dream`,`Drink`,`Dubious`,`Duck`,`Duplicate`,`Dust`,`Dwarf`,`Eagle`,`Ear`,`Earth`,`Eat`,`Echo`,`Ectoplasm`,`Egg`,`Ego`,`Elbow`,`Eldritch`,`Electricity`,`Elemental`,`Elephant`,`Elf`,`Elk`,`Elm`,`Ember`,`Embolden`,`Embrace`,`Enchant`,`Encode`,`Endure`,`Energize`,`Enfeeble`,`Enhance`,`Enlighten`,`Ennui`,`Enrage`,`Envelop`,`Envy`,`Epiphany`,`Eternal`,`Evil`,`Eviscerate`,`Excise`,`Excrete`,`Excruciate`,`Execute`,`Exercise`,`Exhale`,`Existential`,`Exoskeleton`,`Expand`,`Explode`,`Explosive`,`External`,`Extract`,`Eye`,`Fake`,`Falcon`,`Fall`,`Falsehood`,`Fang`,`Fart`,`Fat`,`Fatten`,`Fear`,`Fearsome`,`Feather`,`Feculent`,`Fecundity`,`Feel`,`Ferret`,`Fester`,`Field`,`Fiend`,`Fight`,`Fin`,`Finger`,`Fire`,`Fish`,`Fist`,`Flail`,`Flame`,`Flap`,`Flee`,`Flesh`,`Flex`,`Flick`,`Flight`,`Flower`,`Fly`,`Foe`,`Fog`,`Food`,`Foot`,`Forbidden`,`Force`,`Foresee`,`Forest`,`Forever`,`Form`,`Fountain`,`Fox`,`Free`,`Freeze`,`Frog`,`Frown`,`Fulgerous`,`Fulgurite`,`Fungal`,`Fungus`,`Fur`,`Fuse`,`Gallow`,`Gas`,`Gate`,`Gaze`,`Geas`,`Gem`,`Ghost`,`Ghoul`,`Gill`,`Giraffe`,`Give`,`Gland`,`Glare`,`Glass`,`Globs`,`Glow`,`Glutinous`,`Grunt`,`Goat`,`God`,`Gold`,`Golem`,`Good`,`Gorilla`,`Granite`,`Grasp`,`Grasshopper`,`Grave`,`Gravity`,`Greed`,`Green`,`Grief`,`Grind`,`Grip`,`Grow`,`Growth`,`Gruesome`,`Guise`,`Gut`,`Hair`,`Hallucinate`,`Hallucinatory`,`Hammer`,`Hand`,`Hard`,`Harm`,`Harmony`,`Haruspex`,`Harvest`,`Hasten`,`Hate`,`Hawk`,`Heal`,`Hear`,`Heart`,`Heat`,`Hedgehog`,`Heel`,`Heir`,`Hell`,`Hermit`,`Hex`,`Hide`,`Hinder`,`Hips`,`Hold`,`Hole`,`Honey`,` Bee`,`Hoof`,`Hook`,`Horn`,`Horror`,`Horse`,`Hug`,`Hummingbird`,`Hyena`,`Ice`,`Identify`,`Ignite`,`Iguana`,`Illuminate`,`Illusion`,`Imbue`,`Immoral`,`Immunity`,`Implant`,`Imprison`,`Indigo`,`Induce`,`Infect`,`Infernal`,`Inflict`,`Insect`,`Instantaneous`,`Instill`,`Intelligence`,`Internal`,`Intestine`,`Intoxicate`,`Invest`,`Invisible`,`Iris`,`Iron`,`Jackal`,`Jaw`,`Jaws`,`Jellyfish`,`Joint`,`Journal`,`Joy`,`Judge`,`Jump`,`Justify`,`Kangaroo`,`Karma`,`Key`,`Kick`,`Kill`,`King`,`Kiss`,`Knee`,`Know`,`Knuckle`,`Lair`,`Lake`,`Lament`,`Language`,`Lapse`,`Lash`,`Laugh`,`Laughter`,`Launch`,`Lava`,`Law`,`Lead`,`Lean`,`Leap`,`Learn`,`Leech`,`Leg`,`Lemur`,`Lens`,`Leprous`,`Lesser`,`Lever`,`Levitate`,`Lick`,`Lie`,`Life`,`Lift`,`Light`,`Lightning`,`Limbo`,`Lion`,`Lips`,`Liver`,`Lizard`,`Lobster`,`Locate`,`Lock`,`Look`,`Loop`,`Lore`,`Loss`,`Love`,`Lucid`,`Lung`,`Lurk`,`Lust`,`Lynx`,`Machine`,`Madden`,`Magic`,`Magpie`,`Mahogany`,`Maidens`,`Make`,`Mane`,`Mask`,`Masochism`,`Meat`,`Meld`,`Melt`,`Memories`,`Memory`,`Mend`,`Mermaid`,`Mesmerize`,`Message`,`Meteor`,`Miasma`,`Mind`,`Mindread`,`Mirror`,`Missile`,`Mist`,`Mistake`,`Mole`,`Molt`,`Moment`,`Mongoose`,`Monkey`,`Monolith`,`Monster`,`Moon`,`Moose`,`Morph`,`Moss`,`Moth`,`Mouth`,`Move`,`Mucus`,`Mud`,`Mule`,`Muscle`,`Mutation`,`Nails`,`Name`,`Nature`,`Navel`,`Neck`,`Negate`,`Negation`,`Nerve`,`Never`,`Nexus`,`Nickel`,`Night`,`Nightmare`,`Nomad`,`Nose`,`Nullify`,`Oak`,`Object`,`Obsequious`,`Obsidian`,`Obstruct`,`Octopus`,`Offend`,`Offset`,`Oil`,`Ooze`,`Open`,`Opiate`,`Opossum`,`Orange`,`Orbit`,`Orc`,`Order`,`Organ`,`Orifice`,`Orphan`,`Ostrich`,`Otter`,`Outermost`,`Owl`,`Ox`,`Pact`,`Pain`,`Palm`,`Panic`,`Panther`,`Paper`,`Paradigm`,`Paralyze`,`Paranoia`,`Parasite`,`Parrot`,`Pass`,`Pat`,`Path`,`Peace`,`Peacock`,`Permanent`,`Person`,`Petrify`,`Phantom`,`Phase`,`Pheromones`,`Phoenix`,`Pierce`,`Pig`,`Pinch`,`Pink`,`Pique`,`Piranha`,`Pit`,`Plague`,`Plant`,`Plasma`,`Platinum`,`Platypus`,`Play`,`Poetry`,`Point`,`Poison`,`Porcupine`,`Pores`,`Portal`,`Potion`,`Pound`,`Power`,`Pride`,`Prismatic`,`Prison`,`Probability`,`Proboscis`,`Prophet`,`Protect`,`Pull`,`Pulse`,`Punch`,`Purify`,`Purple`,`Pursue`,`Push`,`Pyramid`,`Quake`,`Queen`,`Quell`,`Quiet`,`Quill`,`Rabbit`,`Racoon`,`Rage`,`Rain`,`Raise`,`Ram`,`Rashness`,`Rat`,`Rattlesnake`,`Ravage`,`Raven`,`Ray`,`Reach`,`Read`,`Realm`,`Recoil`,`Red`,`Reflect`,`Regenerate`,`Release`,`Remove`,`Rend`,`Repair`,`Repel`,`Return`,`Reveal`,`Revenge`,`Reverse`,`Revolt`,`Rhinoceros`,`Rib`,`Ring`,`Riot`,`Rip`,`Ripen`,`Ritual`,`Road`,`Robe`,`Robot`,`Rod`,`Rope`,`Rot`,`Rub`,`Ruin`,`Rumors`,`Run`,`Rune`,`Rupture`,`Rust`,`Sacrifice`,`Sadism`,`Sadness`,`Salt`,`Sanctum`,`Sand`,`Sap`,`Sapphire`,`Savage`,`Say`,`Scale`,`Scorpion`,`Scramble`,`Scratch`,`Scream`,`Screech`,`Scry`,`Scythe`,`Seal`,`Secret`,`See`,`Seethe`,`Send`,`Sentinel`,`Separate`,`Serpent`,`Servant`,`Shadow`,`Shake`,`Shape`,`Shard`,`Share`,`Shark`,`Shatter`,`Sheep`,`Shell`,`Shield`,`Shift`,`Ship`,`Shrewd`,`Shrink`,`Sight`,`Sigil`,`Signal`,`Silence`,`Silver`,`Sin`,`Sinister`,`Sit`,`Skeleton`,`Skin`,`Skull`,`Skunk`,`Sky`,`Slap`,`Slave`,`Sleep`,`Slime`,`Slither`,`Sloth`,`Slow`,`Sludge`,`Smell`,`Smile`,`Smite`,`Smoke`,`Snail`,`Snake`,`Snap`,`Sneeze`,`Snow`,`Soft`,`Soil`,`Song`,`Soothe`,`Sorrow`,`Soul`,`Sound`,`Spasm`,`Spawn`,`Speak`,`Spear`,`Spell`,`Sphere`,`Spheres`,`Spider`,`Spin`,`Spine`,`Spit`,`Splice`,`Splinter`,`Sponge`,`Spore`,`Spray`,`Squamous`,`Square`,`Squeeze`,`Squid`,`Squirrel`,`Stack`,`Staff`,`Stalker`,`Stand`,`Star`,`Stare`,`Stasis`,`Statue`,`Steal`,`Steam`,`Steed`,`Steel`,`Step`,`Sting`,`Stingray`,`Stitch`,`Stomp`,`Stone`,`Stork`,`Storm`,`Strain`,`Strength`,`Stretch`,`Strike`,`Stroke`,`Stun`,`Success`,`Sucker`,`Summon`,`Surprise`,`Swallow`,`Swan`,`Swarm`,`Sweat`,`Swift`,`Swing`,`Sword`,`Symbol`,`Table`,`Tail`,`Take`,`Talon`,`Tangible`,`Tap`,`Tar`,`Taste`,`Teak`,`Tear`,`Teeth`,`Tendril`,`Tenebrous`,`Tentacle`,`Terrain`,`Terrify`,`Test`,`Thief`,`Think`,`Thorn`,`Thought`,`Threaten`,`Throat`,`Throne`,`Thunder`,`Tiger`,`Time`,`Tin`,`Tiny`,`Titanic`,`Toe`,`Tomb`,`Tongue`,`Torch`,`Torment`,`Torrent`,`Tortoise`,`Torture`,`Touch`,`Tower`,`Transfer`,`Transmute`,`Transport`,`Trap`,`Travel`,`Traveling`,`Tree`,`Trust`,`Truth`,`Tusk`,`Unclaimed`,`Undead`,`Unhinged`,`Unique`,`Unlucky`,`Unseen`,`Uranium`,`Use`,`Useful`,`Uttermost`,`Vague`,`Vampire`,`Vanity`,`Vein`,`Vigour`,`Vile`,`Vine`,`Violent`,`Violet`,`Vision`,`Voice`,`Void`,`Vortex`,`Vulgarity`,`Vulture`,`Wail`,`Walk`,`Wall`,`War`,`Ward`,`Warp`,`Wasp`,`Waste`,`Water`,`Waterfall`,`Wave`,`Wax`,`Weak`,`Weary`,`Weather`,`Web`,`Weird`,`Whale`,`Whisker`,`Whisper`,`White`,`Wiggle`,`Wight`,`Wind`,`Wine`,`Wing`,`Wisdom`,`Wish`,`Wither`,`Wizard`,`Wolf`,`Wood`,`Word`,`Worm`,`Worship`,`Wounding`,`Wrack`,`Wrath`,`Wrist`,`Write`,`Yak`,`Years`,`Yellow`,`Yew`,`Zeal`,`Zealot`,`Zombie`,`Spleen`];
var ritualComponents = [`lead`,`tin`,`copper`,`bronze`,`iron`,`steel`,`quicksilver`,`silver`,`gold`,`glass`,`marble`,`clay`,`sulphur`,`saltpetre`,`platinum`,`sword`,`arrow`,`book`,`hammer`,`hook`,`shovel`,`oil`,`key`,`padlock`,`pitch`,`symbol of faith`,`profane icon`,`poison`,`bag of chalk`,`cheese`,`quill and ink`,`leeches`,`ornate clothes`,`clock`,`fishing net`,`cloak`,`jar of snails`,`beloved toy`,`soap`,`a glove`,`a boot`,`wasp stinger`,`tobacco`,`sugar`,`salt`,`honey`,`pepper`,`magnet`,`rust`,`gallows rope`,`eye of newt`,`toad warts`,`wing of bat`,`hemlock`,`silk thread`,`quartz`,`horseshoe`,`charcoal`,`toe of frog`,`wheat`,`oak maze gill`,`butterfly wings`,`barley`,`bone of cat`,`baies rose`,`tail of squirrel`,`blood of man`,`veiled panus`,`saffron`,`salamander skin`,`holly berries`,`dandelion seeds`,`ethanol`,`wormwood`,`wool of bat`,`bear claw`,`sumac`,`mandrake`,`beak of dove`,`lamb's ear`,`lavender`,`poppy seeds`,`furitake`,`tree moss`,`bone powder`,`ginger root`,`crow feather`,`artist's conk`,`horse tail hair`,`tooth of wolf`,`liverwort`,`grasshopper spit`,`hops`,`milk of hairless cat`,`hen of the woods`,`nightshade`,`spider's venom`,`vinegar`,`crowbar`,`pearl powder`,`chicken tooth`,`terebinth oil`,`red cushion hypoxylon`,`tongue of dog`,`oil of spikenard`,`cats eye`,`myrrh`,`pumpkin seeds`,`pig's foot`,`blood of woman`,`blind worm's venom`,`belladonna`,`hat of a wizard`,`billy goat whiskers`,`hair of a princess`,`toadstool`,`violet toothed polypore`,`rooster's spur`,`bark of oak`,`trembling merulius`,`persian rose`,`rabbit's foot`,`octopus ink`,`pelt of mink`,`fennel pollen`,`axe`,`wasp stinger`,`wolf saliva`,`chicken liver`,`thorn of rose`,`adder's vemon`,`finger of a thief`,`buttercup squash`,`crashing of cymbals`,`styrax`,`pure water`,`opium`,`headstone`,`pickaxe`,`calamus root`,`frankincense`,`blood of rat`,`monkshood`,`nose of fox`,`bumblebee wings`,`gall`,`laudanum`,`sheep bladder`,`rotten meat`,`foxglove`,`lantern`,`spider's silk`,`raven's claw`,`wood clitocybe`,`keg of rum`,`goat's milk`,`rose petals`,`violin music`,`renaissance stardust`,`caput mortuum`,`toe of a priest`,`owl's wing`,`lizard tail`,`dragonfly eggs`,`grains of paradise`,`alabaster`,`ambergris`,`yew berries`,`fresh strawberries`,`voodoo doll`,`mask`,`four-leaf clover`,`crystal ball`,`large mirror`,`butterfly cocoon`,`snake skin`,`ruby`,`garnet`,`jasper`,`chalcedony`,`jade`,`topaz`,`obsidian`,`agate`,`amethyst`,`malachite`,`lapis lazuli`,`sunstone`,`moonstone`,`tiger's eye`,`aquamarine`,`turquoise`,`sapphire`,`tanzanite`,`amber`,`diamond`,`emerald`,`peridot`,`alexandrite`,`opal`,`onyx`,`jet`,`baby's first cry`,`starlight`,`a pebble that is less than a year old`,`dragon's scale`,`unicorn horn`,`illithid brain-fluid`,`beard of a dwarf-lord`,`capstone of an archway of a cathedral`,`weapon used to kill a tyrant`,`molten lava`,`bottle of cloud`,`demon’s eye`,`set of standing stones`,`seawater from a tsunami`,`first spark of a wild-fire`,`giant’s heart`,`your eye`,`the sound of a cat's footfall`,`the beard of a woman`,`the breath of a fish`,`the roots of a mountain`,`a child`,`candle made from the fat of an extinct beast`,`a painting that never existed`,`your last breath`,`the colour blue`,`the moon`,`time`,`a square circle`];
function getSpell(){
var a = spellWordList.sample();
var b = spellWordList.sample();
if(a==b) b = spellWordList.sample();
var spell = a+" "+b;
if (document.getElementById("components").checked){
spell += " ("+ritualComponents.sample()+", "+ritualComponents.sample()+", "+ritualComponents.sample()+")"
}
return spell;
}
function wizardName(){
var wNP = [`Alch`,`Ambro`,`Aug`,`Baggy`,`Bals`,`Bazh`,`Beaver`,`Beggars`,`Bipp`,`Blim`,`Bock`,`Bogg`,`Boof`,`Bork`,`Bottom`,`Broad`,`Buck`,`Bumb`,`Burner`,`Burzy`,`Bush`,`Bushy`,`Castle`,`Charm`,`Chook`,`Chum`,`Clutter`,`Cocin`,`Conju`,`Cra`,`Crad`,`Cumber`,`Dapp`,`Dhun`,`Din`,`Dinker`,`Divin`,`Doodle`,`Doop`,`Dread`,`Drub`,`Elmsley`,`Ernst`,`Eston`,`Exo`,`Fany`,`Fartle`,`Feffer`,`Ferd`,`Figgy`,`Finch`,`Fister`,`Forby`,`Fordshire`,`Fudge`,`Furge`,`Gae`,`Gant`,`Gap`,`Gax`,`Giggles`,`Gleep`,`Glum`,`Gooch`,`Grog`,`Gross`,`Hagat`,`Hal`,`Hale`,`Hand`,`Hard`,`Hargag`,`Hass`,`Hex`,`Hocus`,`Hool`,`Horn`,`Hossen`,`Hrum`,`Hulm`,`Hyggs`,`Ington`,`Jank`,`Jinx`,`Joff`,`Jolly`,`Kal`,`Kill`,`Knacker`,`Knicker`,`Kor`,`Koz`,`Kramm`,`Krang`,`Krotch`,`Lack`,`Lapper`,`Lick`,`Lord`,`Lorg`,`Magus`,`Maxi`,`Mus`,`Pow`,`Er`,`Man`,`Mazz`,`Meat`,`Meem`,`Milsh`,`Minge`,`Mo`,`Moisten`,`Molp`,`Mon`,`Moon`,`Mooth`,`Mugg`,`Nabb`,`Napper`,`Nasty`,`Nether`,`Nex`,`Nex`,`Nex`,`Oort`,`Paag`,`Packer`,`Pang`,`Panty`,`Penny`,`Piddle`,`Pimple`,`Pincher`,`Pipt`,`Pizzle`,`Pizzle`,`Plinker`,`Pocus`,`Prick`,`Prissy`,`Pubb`,`Pudding`,`Pyu`,`Quisp`,`Raco`,`Rams`,`Ramst`,`Rapp`,`Riddle`,`Road`,`Rod`,`Rool`,`Rump`,`Rune`,`Ryz`,`Sass`,`Seer`,`Shaft`,`Shafts`,`Shag`,`Shitling`,`Shoot`,`Shuffle`,`Skremp`,`Slapper`,`Slipper`,`Smelly`,`Snatch`,`Snicker`,`Sniffen`,`Sniffer`,`Spittle`,`Staff`,`Staffer`,`Star`,`Stith`,`Stone`,`Strating`,`Stratling`,`Stroop`,`Stroot`,`Stumble`,`Sundar`,`Tankle`,`Thok`,`Thorpe`,`Throck`,`Thwyp`,`Tinker`,`Tunn`,`Turkey`,`Tzim`,`Uk`,`Ul`,`Ur`,`Ursk`,`Urz`,`Val`,`Vela`,`Vex`,`Voll`,`Vree`,`Waddle`,`Waggler`,`Wall`,`Wallop`,`Wand`,`Washer`,`Wattle`,`Whistle`,`Wick`,`Wiggle`,`Willow`,`Wimple`,`Worme`,`Wort`,`Worthy`,`Wozz`,`Wump`,`Wurp`,`Xim`,`Yann`,`Yar`,`Ygg`,`Ylur`,`Zap`,`Zoot`,`Zsand`,`Zur`,`Curse`,`Flame`,`Dark`,`Null`,`Light`,`Vill`,`Green`,`Red`,`Blue`,`Time`,`Space`,`Redact`,`Scroll`,`Skull`,`Grow`,`Never`,`Alway`,`Fever`,`Silk`,`Diab`,`Illus`,`Magnet`,`Ism`,`Ology`,`Sorc`,`One`,`Seven`,`Eleven`,`Cipher`,`Ur`];
var sillyConnect = [" "," "," "," "," "," "," de "," von "," val "," vil "," Mc"," ix ","-"," ae "," zu "," of "," d'"];
wNP.shuffle();
return wNP[0]+wNP[1].toLowerCase()+sillyConnect.sample()+wNP[2]+wNP[3].toLowerCase();
}
function wizardTitle(){
return "";
}
function newGrimoireXYg(){
var out = ["The ","The ","The Last ","The First ","The Final ","A copy of the ","Part of the ","The Lost ","The Second ","The "+["Third ","Fourth ","Fifth ","Sixth ","Seventh ","Eighth "].sample(),"The Famous ","The Infamous ","The Failed ","The Banned ","The Ultimate ","The Dreaded ","The Obsolete "].sample()+
["Grimoire","Tome","Manifesto","Book","Signature","Rubric","Volume","Manual","Notes","Trestise","Thesis","Illumination","Codex","Portfolio","Monograph","Folio","Compendium"].sample()+" of "+wizardName()+wizardTitle();
out += "<br>Containing:<ul>";
for(var i = r(4)+r(3)+1;i>0;i--){
out += "<li>"+getSpell()+"</li>";
}
out += "</ul>";
document.getElementById("grimoireOutputXYg").innerHTML = out+"<br>"+document.getElementById("grimoireOutputXYg").innerHTML;
}
</script>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com12tag:blogger.com,1999:blog-5563086658557974847.post-8672839988274147032019-06-04T06:29:00.004-07:002019-06-04T19:39:25.439-07:00"Neither fire nor wind, birth nor death can erase our good deeds" - Quick OSR Afterlives<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/015/646/340/large/harshanand-singh-samael-sketch.jpg?1549093687" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="512" height="640" src="https://cdna.artstation.com/p/assets/images/images/015/646/340/large/harshanand-singh-samael-sketch.jpg?1549093687" width="408" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Next". Credit <a href="https://www.artstation.com/artwork/4baKnk" rel="nofollow">Harshanand Singh</a></td></tr>
</tbody></table>
<br />
Here's what happens when you die. Firstly, you are judged by a Court of Death (i.e. all the other players):<br />
<ul>
<li>For every notable sin, -1. Sins you have confessed and been absolved of don’t count.</li>
<li>For every intentional mutation, -1</li>
<li>If you weren’t buried, -1</li>
<li>If your soul is damaged in any way, -2</li>
<li>If your soul is missing or seriously damaged, another -2</li>
<li>If you soul belongs to someone else, -5</li>
<li>For every notable good deed, +1</li>
<li>If you had a proper funeral, +1</li>
<li>If you’ve paid your tithe recently, +2</li>
<li>If you’re in really good standing with the church, another +2</li>
<li>If you died for a truly noble cause, +5</li>
</ul>
<div>
<br /></div>
<div>
If you want, you can delay the accounting of your death by up to a day. This might help if your body is in the process of being recovered, or a funeral is being organised. A "burial" can be any appropriate rite, whether internment underground or having your ashes scattered (just not eaten, melted or left to rot somewhere). A funeral requires all present to say a few words, at the very least. If you didn't get a proper burial, then a funeral also requires either a memorial built or a priest paid to officiate.<br />
<br />
Then, roll 1d20+[total] to find out your fate:</div>
<ol>
<li>or less: Even Hell Doesn’t Want You. Fall for eternity in the endless void beyond space and time.</li>
<li>Devil Prince Gestalt. You make up part of his left pinky toenail.</li>
<li>Naked, Burning and Stabbed. Go to Hell, and you’re in the Seven Circles.</li>
<li>Poisonous Soul. Go to Hell. If you didn’t get a funeral, wherever your body ended up becomes steadily more evil and corrupted.</li>
<li>Bog-Standard Sinner. Go to Hell, mostly ignored.</li>
<li>Eaten by a Demon. Delicious!</li>
<li>Summoned Back. End up in some necromancer’s wacky scheme.</li>
<li>Rest In Peace. If you aren’t buried and are mostly intact, rise as a zombie.</li>
<li>Bureaucratic Mixup. Spend a hundred years in purgatory before getting it “sorted out”.</li>
<li>Not Quite Gone. Forced to haunt either the place you died, or the party.</li>
<li>Edge of Heaven. Spend a hundred years as a penitent angel, bound wings and leaden sandals for you!</li>
<li>Scraped In. Go to Heaven… eventually, you’ll be waiting in line for a hundred years at least.</li>
<li>Eternal Rest. If you got a funeral, go to Heaven.</li>
<li>Needed Again. Your tattered soul is used to fuel a ‘Cure Wounds’ spell (if you want, roll a hit-location table to find out where)</li>
<li>One With Everything. Become part of the trees and flowers and sky and bears.</li>
<li>Revenant. Do you have any unfinished business? If so, you can return at full HP. You can no longer gain XP or heal, and gradually flake away into gold sparkles. Else or afterwards, go to Heaven.</li>
<li>Part of the Choir. Go to Heaven. All bodily features smoothed out, you'll be standing behind a golden throne for eternity.</li>
<li>Eternal Life of Luxury. Go to Heaven. It’s pretty boring, to be honest.</li>
<li>First in Line for Reincarnation. Whether you like it or not.</li>
<li>or more: Handpicked Angel. You’ll be on the front lines when the next holy war breaks out. Until then, the party can call upon you once, ever. You’re too busy beyond that.</li>
</ol>
<div>
<br /></div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com8tag:blogger.com,1999:blog-5563086658557974847.post-22522810723488597872019-04-30T03:36:00.001-07:002019-04-30T03:36:22.925-07:00Wampus Weirdo GenerationSourced from: <a href="http://wampuscountry.blogspot.com/2012/01/i-miss-gleep-wurp-random-fantasy-names.html">Wampus Country - I Miss Gleep Wurp</a><br />
<br />
First name: <label class="switch">
<input id="fname" type="checkbox" /></label><br />
Last name: <label class="switch">
<input id="lname" type="checkbox" />
</label><br />
Nickname: <label class="switch">
<input id="nickname" type="checkbox" />
</label><br />
Occupation: <label class="switch">
<input id="occupation" type="checkbox" />
</label><br />
Origin: <label class="switch">
<input id="origin" type="checkbox" />
</label><br />
<button onclick="selectRandom3bP()">Who's this?</button>
<br />
<div id="outputText3bP">
</div>
<script>
function r(x){return Math.floor(Math.random() * x);}
function selectRandom3bP(){
var fname = [`Cagrant`,`Ustrando`,`Filius`,`Scaramanx`,`Heptimus`,`Ostrio`,`Honkus`,`Agylo`,`Primbaster`,`Glindal`,`Fargle`,`Grungo`,`Marworn`,`Sealor`,`Boon`,`Immuth`,`Yorgach`,`Klimp`,`Aster`,`Gonk`,`Dundrah`,`Fantonius`,`Gaggamore`,`Vorch`,`Saunder`,`Stacha`,`Addic`,`Punja`,`Tatak`,`Ornul`,`Khard`,`Ingrot`,`Anzel`,`Nobbilo`,`Pranxa`,`Xanadar`,`Zoopulus`,`Kromulo`,`Emzen`,`Woostifer`,`Mirthby`,`Kragamut`,`Shemiver`,`Rumtally`,`Imbrabinus`,`Ploob`,`Essem`,`Kroyden`,`Gullencast`,`Flixmander`,`Bolzagorath`,`Ummork`,`Plindle`,`Durgadang`,`Manchiver`,`Oodal`,`Leegand`,`Bosko`,`Haflump`,`Mordvey`,`Fernison`,`Glamgam`,`Orstrak`,`Kunstanticus`,`Ergon`,`Dassadal`,`Bleestocles`,`Wilverham`,`Zelligant`,`Irshal`,`Umber`,`Happalapa`,`Zorkon`,`Thurbert`,`Maxipoom`,`Donzany`,`Klarkash`,`Merjam`,`Elziger`,`Ashteban`,`Mercoolio`,`Cazio`,`Hurlen`,`Vlamdibulus`,`Hargus`,`Bomgoster`,`Geliphant`,`Trangol`,`Moorgang`,`Gronwhist`,`Chrontiphar`,`Lalifax`,`Raglio`,`Trulhamar`,`Linkat`,`Vergath`,`Mungo`,`Rakkatak`,`Lazorz`,`Nysbustah`];
var lname = [`Zsand`,`Gleep`,`Wurp`,`Ul`,`Thok`,`Meem`,`Pubb`,`Skremp`,`Nex`,`Drub`,`Vree`,`Gooch`,`Hargag`,`Doop`,`Wozz`,`Furge`,`Forby`,`Grog`,`Dapp`,`Kor`,`Blim`,`Yar`,`Tzim`,`Ursk`,`Pizzle`,`Pang`,`Dhun`,`Rool`,`Rapp`,`Lorg`,`Xim`,`Hrum`,`Bogg`,`Krotch`,`Stith`,`Boof`,`Tankle`,`Mooth`,`Hagat`,`Raco`,`Thwyp`,`Bazh`,`Stroot`,`Crad`,`Ramst`,`Wump`,`Mugg`,`Din`,`Voll`,`Gant`,`Ylur`,`Paag`,`Hool`,`Hass`,`Stroop`,`Sass`,`Ambro`,`Quisp`,`Burzy`,`Koz`,`Mazz`,`Rump`,`Krang`,`Hulm`,`Gax`,`Nex`,`Glum`,`Zoot`,`Jank`,`Oort`,`Nex`,`Molp`,`Ferd`,`Sundar`,`Pipt`,`Mo`,`Urz`,`Ygg`,`Yann`,`Tunn`,`Bipp`,`Vela`,`Bork`,`Ryz`,`Milsh`,`Chook`,`Nabb`,`Val`,`Ernst`,`Bock`,`Hyggs`,`Chum`,`Zur`,`Kal`,`Uk`,`Ur`,`Mon`,`Joff`,`Pyu`,`Kramm`];
var occAdj = [`Pious`,`Faithful`,`Loyal`,`Holy`,`Flatulent`,`Dirty`,`Malodorous`,`Hairy`,`Gigantic`,`Tiny`,`Wandering`,`Loathsome`,`Handsome`,`Hideous`,`Accursed`,`Arbitrary`,`Forgetful`,`Clumsy`,`Graceful`,`Honorable`,`Lame`,`Maimed`,`One-Eyed`,`Half-wit`,`Orphan`,`Mad`,`Insane`,`Visionary`,`Gallant`,`Wealthy`,`Destitute`,`Thrifty`,`Twisted`,`Evil`,`Nefarious`,`Hungry`,`Gaunt`,`Fat`,`Cowardly`,`Brave`,`Courageous`,`Foolhardy`,`Vainglorious`,`Cheating`,`Lying`,`Thieving`,`Reprehensible`,`Adulterous`,`Lecherous`,`Spiteful`,`Generous`,`Mean`,`Cruel`,`Unforgiving`,`Cannibal`,`Just`,`Reasonable`,`Unflappable`,`Unkillable`,`Dubious`,`Enchanted`,`Hexed`,`Hedonist`,`Celibate`,`Celebrated`,`Virtuous`,`Famous`,`Well-Known`,`Lovable`,`Sadistic`,`Masochistic`,`Mystical`,`Beastly`,`Tattooed`,`Love-lorn`,`Woeful`,`Mourning`,`Weeping`,`Virgin`,`Blind`,`Deaf`,`Mute`,`Stupid`,`Vengeful`,`Peaceful`,`Drunken`,`Legless`,`Club-Footed`,`Mysterious`,`Masked`,`Legendary`,`Unknown`,`Inexperienced`,`Veteran`,`Questing`,`Dutiful`,`Polygamist`,`Starving`,`Twelve-Fingered`,`Hairless`];
var occupation = [`Tinker`,`Soldier`,`Blacksmith`,`Brigand`,`Robber`,`Thief`,`Warrior`,`Wrestler`,`Librarian`,`Mercenary`,`Myrmidon`,`Sorceror`,`Necromancer`,`Wizard`,`Warlock`,`Murderer`,`Knight`,`Cobbler`,`Wainwright`,`Clown`,`Chef`,`Sage`,`Scholar`,`Scribe`,`Magistrate`,`Giant`,`Gardener`,`Builder`,`Mason`,`Equestrian`,`Hangman`,`Silversmith`,`Painter`,`Poet`,`Novelist`,`Dancer`,`Minstrel`,`Choirmaster`,`Rat-catcher`,`Dog-trainer`,`Falconer`,`Idiot`,`Cripple`,`Beggar`,`King`,`Prince`,`Baron`,`Duke`,`Vizier`,`Merchant`,`Manservant`,`Courier`,`Coachman`,`Juggler`,`Husband`,`Tanner`,`Carpenter`,`Wanderer`,`Scout`,`Priest`,`Cleric`,`Hermit`,`Anchorite`,`Swordsman`,`Duellist`,`Axe-Thrower`,`Lumberjack`,`Strongman`,`Reaver`,`Pirate`,`Bandit`,`Burglar`,`Con-Man`,`Alderman`,`Hierophant`,`Oracle`,`Tailor`,`Vagrant`,`Mendicant`,`Enchanter`,`Conjuror`,`Sellsword`,`Lancer`,`Assassin`,`Gravedigger`,`Ranger`,`Explorer`,`Delver`,`Spelunker`,`Beast-tamer`,`Acrobat`,`Heretic`,`Vigilante`,`Woodsman`,`Gigolo`,`Monarch`,`Loser`,`Champion`,`Executioner`,`Jester`];
var placeAdj = [`Lost`,`Hidden`,`Secret`,`Invisible`,`Shifting`,`Sideways`,`Upside-Down`,`Phantom`,`Fallen`,`Doomed`,`Accursed`,`Subterranean`,`Underwater`,`Unforgivable`,`Impossible`,`Improbable`,`Buried`,`Shining`,`Blood-soaked`,`Neglected`,`Moon-Blessed`,`Parched`,`Fiery`,`Icy`,`Rejected`,`Primordial`,`Death-kissed`,`Smoking`,`Burning`,`Crumbling`,`Glowing`,`Living`,`Forsaken`,`Damned`,`Infernal`,`Diabolic`,`Forsworn`,`Strange`,`Weird`,`Eerie`,`Unearthly`,`Unknowable`,`Mind-bending`,`Eye-melting`,`Poisonous`,`Star-Crossed`,`Retch-Inducing`,`Punishing`,`Ghostly`,`Haunted`,`Flensing`,`Man-Eating`,`Savage`,`Unconquered`,`Time-Tossed`,`Wind-swept`,`Ensorcelled`,`Enchanted`,`Deviant`,`Towering`,`Lofty`,`Sunken`,`Crashing`,`Wave-worn`,`Cyclopean`,`Mystical`,`Magical`,`Blessed`,`Unholy`,`Deadly`,`Sorcerous`,`Bestial`,`Steaming`,`Sulphurous`,`Midnight`,`Shadowy`,`Dark`,`Black`,`Grinning`,`Laughing`,`Condemned`,`Luminescent`,`Heretical`,`Night-shrouded`,`Transformed`,`Singing`,`Retreating`,`Unseen`,`Silent`,`Backward`,`Rotating`,`Undulating`,`Electrified`,`Metallic`,`Flying`,`World-walking`,`Soul-eating`,`Beautiful`,`Beatific`,`Folding`];
var place = [`City`,`Fortress`,`Keep`,`Castle`,`Palace`,`Tomb`,`Mausoleum`,`Graveyard`,`Church`,`Temple`,`Shrine`,`Fane`,`Village`,`Town`,`Valley`,`Dale`,`Mountain`,`Hill`,`Caldera`,`Plain`,`Plateau`,`Mesa`,`Canyon`,`Caves`,`Cavern`,`Library`,`Battlefield`,`Jungle`,`Desert`,`Dunes`,`Forest`,`Settlement`,`Colony`,`Peak`,`Garrison`,`Outpost`,`Tower`,`Island`,`Cove`,`Archipelago`,`Beach`,`Reaches`,`Pits`,`Sea`,`Ocean`,`Lake`,`River`,`Prison`,`Dungeon`,`Maze`,`Labyrinth`,`Garden`,`Fields`,`Windmill`,`Cliffs`,`Gully`,`Wood`,`Abbey`,`Cloister`,`Convent`,`Academy`,`College`,`University`,`Forge`,`Works`,`Smithy`,`Factory`,`Hive`,`Dens`,`Warrens`,`Mound`,`Pyramid`,`Ziggurat`,`Swamp`,`Cabal`,`Enclave`,`Capital`,`Mines`,`Streets`,`Road`,`Bridge`,`Tunnels`,`Clouds`,`Bazaar`,`Market`,`Rendezvous`,`Festival`,`Tournament`,`Challenge`,`Contest`,`Wars`,`Expedition`,`Cult`,`Crossroads`,`Path`,`Harbor`,`Underworld`,`Catacombs`,`Menagerie`,`Vats`];
var nickname = [`Lefty`,`Shorty`,`Too-Tall`,`Fatty`,`Skinny`,`Jackass`,`Deadeye`,`Hawkeye`,`Toothless`,`All-In`,`Double-Down`,`Stabby`,`Cutter`,`Punchy`,`Drippy`,`Tubs`,`Stinky`,`Baldy`,`Half-Hand`,`One-Eye`,`Rotgut`,`Doom-breath`,`Cheesey`,`Cookie`,`Spanky`,`Squirt`,`Britches`,`Helmet-Head`,`Mush-mouth`,`Marbles`,`Crazy-Legs`,`Scooter`,`Daredevil`,`Pinky`,`Prettyboy`,`Loverboy`,`Firebug`,`Cutthroat`,`Eviscerator`,`Belly-shot`,`Rumble-belly`,`Grumpy`,`Happy`,`Lucky`,`The Bastard`,`Fingers`,`Lips`,`Gold-bug`,`Fangs`,`Stumpy`,`Knuckles`,`Knuckle-dragger`,`Eyebrows`,`Hunchback`,`Honest`,`Songbird`,`Trigger-finger`,`Itchy`,`Scratchy`,`Booze-hound`,`Dirty`,`Dingy`,`Dingbat`,`Goofball`,`Sheep-lover`,`Bloodshot`,`Ladies' Man`,`Dapper`,`Diamond`,`The Dandy`,`Hit-man`,`Bird-man`,`Breakout`,`Wipeout`,`Dusty`,`Cottonmouth`,`Sweet`,`Rattlesnake`,`Ox`,`Ogre`,`Two-Ton`,`The Card-Sharp`,`Chuckles`,`Funnyman`,`Undertaker`,`Gravedigger`,`Goldie`,`Poet`,`Doc`,`Little`,`Big`,`Old`,`Young`,`the Kid`,`Smash-mouth`,`Whiskey`,`Ice-man`,`Reverend`,`Crusher`,`Hoss`];
var outName = "";
if(document.getElementById("fname").checked) outName += fname[r(100)];
if(document.getElementById("nickname").checked) outName += ` "`+nickname[r(100)]+`"`;
if(document.getElementById("lname").checked) outName += ` `+lname[r(100)];
if(document.getElementById("occupation").checked) {
if(outName == "") outName += "The ";
else outName += `, the `;
outName += occAdj[r(100)]+` `+occupation[r(100)];
}
if(document.getElementById("origin").checked){
if (outName == "") outName += ['A stranger','A wanderer','So far unnamed','A hooded figure','Yet to be revealed'][r(5)];
outName += [`, of `,`, of the `,`, from the `,`, child of the `,`, who hails from the `,`, fled from the `,`, never to return to the `,`, exiled from the `,`, last survivor of the `,`, pride of the `][r(10)]+placeAdj[r(100)]+` `+place[r(100)];
}
if(outName == "") outName = ['A nameless vagrant','Nobody of any worth','The dregs of society','A corpse, more or less','Nobody at all','Nothing to see here, move along','"It"','Worthless trash'][r(9)];
document.getElementById('outputText3bP').innerHTML = outName;
}
</script>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com6tag:blogger.com,1999:blog-5563086658557974847.post-67730714512999998312019-04-24T00:19:00.001-07:002019-04-24T00:19:42.668-07:00Solar System Generator v1.0In short, an automated version of <a href="https://mephitjamesblog.files.wordpress.com/2016/04/astrometrics-a-gms-guide-to-exoplanets1.pdf" rel="nofollow">this</a> amazing resource. Utterly <i>stellar</i> research has gone into making the Astrometrics Guide to Exoplanets, and I hope I've done it justice in automating it here. Enjoy!<br /><br />
<button onclick='newSystem()'>NEW SYSTEM</button>
<br>
<p id='outputText41R'></p>
<script>
var stellarBodies = [];
var numStars = 0;
var starOrbit = 0;
var orb = [];
var doomedOrbits = 0;
var sysAge = 0;
var dwarfSys = false;
function r(c){return Math.floor(Math.random() * c);}
function valueLimit(val, min, max) {
return val < min ? min : (val > max ? max : val);
}
function getStellarBodies(){
stellarBodies = [];
doomedOrbits = 0;
var rolls = [r(100)];
rolls[1] = rolls[0]+r(10)+r(10)+2;
rolls[2] = rolls[1]+r(10)+r(10)+2;
numStars = [1,1,1,1,1,2,2,2,3,3][r(10)];
if(numStars>1) starOrbit = [1,1,1,2,2,2,3,3,4,4][r(10)];
else starOrbit = 0;
var time = 0;
for (var i = 0; i < numStars; i++) {
if(i>0) time = stellarBodies[0].age;
stellarBodies.push(newStellarBody(rolls[i], time));
}
sysAge = stellarBodies[0].age;
}
function newStellarBody(type, systemAge){
var star = {type: "", desc: "", age: systemAge};
if(type<5) {
if(star.age==0) star.age = r(5)+1;
star.type=["---","O-Ia","O-Ib","B-Ib","M-Ib"][Math.max(star.age,4)];
star.desc=["---","Bright supergiant","Bright supergiant","Bright blue supergiant","Red supergiant"][Math.max(star.age,4)];
}
else if(type<7) {
if(star.age==0) star.age = r(5)+1;
var threeType = r(3);
star.type=["---","A-V","A-V",["F-IV","K-III","D"][threeType],"M-Ib"][Math.max(star.age,4)];
star.desc=["---","Bright white main-sequence star","Bright white main-sequence star",["White-yellow subgiant","Orange giant","White dwarf"][threeType],"White dwarf"][Math.max(star.age,4)];
}
else if(type<13) {
if(star.age==0) star.age = r(10)+1;
if(star.age<6){
star.type="F-V";
star.desc="White-yellow main-sequence star";
}
else if(star.age==6){
if(r(2)==0){
star.type="G-IV";
star.desc="Yellow subgiant";
} else {
star.type="M-III";
star.desc="Red giant";
}
}
else {
star.type="D";
star.desc="White dwarf";
dwarfSys=true;
}
}
else if(type<20) {
if(star.age==0) star.age = r(10)+4;
if(star.age<8){
star.type="G-V";
star.desc="Yellow main-sequence star";
}
else if(star.age<11){
if(r(3)==0){
star.type="K-IV";
star.desc="Orange subgiant";
} else {
star.type="M-III";
star.desc="Red giant";
doomedOrbits = r(5);
}
}
else {
star.type="D";
star.desc="White dwarf";
dwarfSys=true;
}
}
else if(type<30) {
if(star.age==0) star.age = r(10)+4;
star.type="K-V";
star.desc="Orange main-sequence star";
}
else if(type<75) {
if(star.age==0) star.age = r(10)+1+(numStars-1)*2;
if(star.age<8){
star.type="M-V";
star.desc="Red main-sequence star";
}
else if(star.age<11){
star.type="M-Ve";
star.desc="Hot red main-sequence star";
}
else {
star.type="L";
star.desc="Brown dwarf";
dwarfSys=true;
}
}
else if(type<90) {
if(star.age==0) star.age = r(10)+6;
star.type=["L","T"][r(2)];
star.desc="Brown dwarf";
dwarfSys=true;
}
else if(type<93) {
if(star.age==0) star.age = r(10)+6;
star.type=["C","S"][r(2)];
star.desc="Carbon star";
}
else if(type<97) {
if(star.age==0) star.age = r(10)+6;
star.type="D";
star.desc="White dwarf";
dwarfSys=true;
}
else if(type==98) {
if(star.age==0) star.age = r(10)+6;
star.type="Neutron star";
}
else if(type==99) {
if(star.age==0) star.age = r(10)+6;
star.type=["Black hole","Black hole","Exotic star"][r(3)];
}
else {
if(star.age==0) star.age = r(10)+6;
star.type="Black hole";
}
if(["D","M-III","K-III"].includes(star.type)){
doomedOrbits = r(5);
}
if(star.age>13) star.age = 13;
return star;
}
function getOrbitQuantity(starType, orbit){
if(orbit==starOrbit-1) return 0;
switch(orbit){
case 0: //Epistellar
if(["D","L","T","C","S","Black hole","Neutron star","Exotic star"].includes(starType)) return 0;
else if(starType=="M-V") return r(2);
else return r(3);
break;
case 1: //Inner
if(starType=="M-V") return r(5);
else if(starType=="L") return r(2);
else return r(5)+1;
break;
case 2: //Outer
if(starType=="M-V" || starType=="L") return r(5);
else return r(5)+1;
break;
default:
return 0;
break;
}
}
function fillOrbits(){
orb = [];
for (var i = 0; i<3; i++){
orb[i] = {
position: ["Epistellar","Inner","Outer"][i],
type: "Empty",
num: getOrbitQuantity(stellarBodies[0].type, i),
bodies: []
};
if(i==starOrbit-1) {
continue;
}
switch(r(10)-(stellarBodies[0].type=="L")){
case 0:case 1:case 2:
orb[i].type = "Asteroid Belt";
if (r(10<5)) orb[i].num=0
if(orb[i].num==0) orb[i].bodies[0]="All small bodies";
else {
for (var j = 0; j < orb[i].num; j++) {
orb[i].bodies[j] = getWorldType("Dwarf",-2,i,true);
}
}
break;
case 3:case 4:
if(orb[i].num != 0) orb[i].type = "Dwarf Planet";
if(orb[i].num > 1) orb[i].type += "s";
for (var j = 0; j < orb[i].num; j++) {
orb[i].bodies[j] = getWorldType("Dwarf",0,i,true);
}
break;
case 5:case 6:case 7:
if(orb[i].num != 0) orb[i].type = "Terrestrial Planet";
if(orb[i].num > 1) orb[i].type += "s";
for (var j = 0; j < orb[i].num; j++) {
orb[i].bodies[j] = getWorldType("Terrestrial",0,i,true);
}
break;
case 8:
if(orb[i].num != 0) orb[i].type = "Helian Planet";
orb[i].bodies[0] = getWorldType("Helian",0,i,false);
var j = 1;
if(r(3)==0) {
orb[i].bodies[j] = getWorldType("Terrestrial",(i==2?2:0),i,true);
j++;
orb[i].type += ", Terrestrial Moon";
}
if(orb[i].num > j) orb[i].type += ", Dwarf Moon"
if(orb[i].num > j+1) orb[i].type += "s";
for (; j < orb[i].num; j++) {
orb[i].bodies[j] = getWorldType("Dwarf",1,i,true);
}
break;
case 9:case 10:
if(orb[i].num != 0) orb[i].type = "Jovian Planet";
orb[i].bodies[0] = getWorldType("Jovian",0,i,false);
var j = 1;
if(r(3)==0) {
orb[i].bodies[j] = getWorldType("Terrestrial",(i==2?2:0),i,true);
j++;
orb[i].type += ", Terrestrial Moon";
}
if(orb[i].num > j) orb[i].type += ", Dwarf Moon"
if(orb[i].num > j+1) orb[i].type += "s";
for (; j < orb[i].num; j++) {
orb[i].bodies[j] = getWorldType("Dwarf",2,i,true);
}
break;
default: break;
}
}
}
function getWorldType(planetType, modifier, orbitPos, companionAllowed){
var x = r(10)+modifier;
var adjType = "";
var size = 0;
var atmo = 0;
var hydro = 0;
var bio = 0;
var chemType = "";
var extraDetail = "";
switch(planetType){
case "Dwarf":
if(orbitPos<=doomedOrbits) {
adjType = "Stygian";
} else {
switch(orbitPos){
case 0:
if(x<5) adjType = "Rockball";
else if(x<10) adjType = "Meltball";
else adjType = ["Hebean","GeoTidal"][r(2)];
break;
case 1:
if(x<7) adjType = "Rockball";
else if(x<10) adjType = "GeoCyclic";
else if(x==10) adjType = "Meltball";
else adjType = ["Hebean","Hebean","GeoTidal"][r(3)];
break;
case 2:
if(x<5) adjType = "Snowball";
else if(x<10) adjType = "Rockball";
else if(x==10) adjType = "Meltball";
else adjType = ["Hebean","GeoCyclic","GeoTidal"][r(3)];
break;
}
}
if(r(3)==0 && companionAllowed) extraDetail = "Companion dwarf planet:<br>"+getWorldType("Dwarf",modifier-1,orbitPos,false);
break;
case "Terrestrial":
switch(r(6)){
case 1: extraDetail = "Dwarf satellite:<br>"+getWorldType("Dwarf",modifier-1,orbitPos,false);
break;
case 2:
if(!companionAllowed) break;
var q = 2+r(2);
extraDetail = q+" dwarf satellites:";
for (var i = 0; i < q; i++) {
extraDetail += "<br>"+getWorldType("Dwarf",modifier-1,orbitPos,false);
}
break;
case 3: extraDetail = "Ring system";
break;
case 4:
if(!companionAllowed) break;
extraDetail = "Companion planet:<br>"+getWorldType("Terrestrial",modifier-1,orbitPos,false);
break;
default:
break;
}
if(orbitPos<=doomedOrbits) adjType = "Acheronian";
else if(orbitPos==2 && x>10) adjType = "Oceanic";
else adjType = [
["JaniLithic", "JaniLithic", "Vesperian","Telluric"][r(4)],
["Telluric","Telluric","Arid","Oceanic","Tectonic"][r(5)],
["Arid","Arid","Tectonic"][r(3)]
][orbitPos];
break;
case "Helian":
if(orbitPos<=doomedOrbits) adjType = "Asphodelian";
else if(orbitPos==2) adjType = "Helian";
else if(r(10)<8-orbitPos) adjType = "Helian";
else adjType = "Asphodelian";
break;
case "Jovian":
if(r(2)) extraDetail = "Ring system";
if(orbitPos<=doomedOrbits) {
adjType = "Cthonian";
break;
}
if(orbitPos>1) adjType = "Jovian";
else if(r(10)<8) adjType = "Helian";
else adjType = "Cthonian";
break;
default: break;
}
switch(adjType){
case "Acheronian":
size = r(5)+5;
atmo = 1;
break;
case "Arid":
size = 4+r(2);
var bioMod = 0;
switch(r(5)){
case 1:
adjType += " (Saganian)";
chemType = ", ammonia";
bioMod = 1;
break;
case 2:
adjType += " (Asimovian)";
chemType = ", methane";
bioMod = 3;
break;
default:
adjType += " (Darwinian)";
chemType = ", water";
break;
}
if(sysAge > r(3)+bioMod) bio = r(3);
else if(sysAge > 3+bioMod) bio = Math.max(0,r(10)+(dwarfSys?-3:2));
else bio = 0
if(bio>2 && adjType=="Arid (Darwinian)") atmo = r(8)+2;
else atmo = 0;
hydro = r(3);
break;
case "Asphodelian":
size = r(5)+10;
atmo = 1;
hydro = 0;
bio = 0;
break;
case "Cthonian":
size = "G";
atmo = 1;
hydro = 0;
bio = 0;
break;
case "GeoCyclic":
size = r(5)+1;
if(r(10)>4) atmo = 1;
else atmo = "A";
hydro = Math.max(0,r(10)+size-4-4*(atmo==1));
var bioMod = 0;
switch(r(5)){
case 1:
adjType += " (Utgardian)";
chemType = ", water";
bioMod = 1;
break;
case 2:
adjType += " (Titanian)";
chemType = ", ammonia";
bioMod = 3;
break;
default:
adjType += " (Arean)";
chemType = ", methane";
break;
}
if(sysAge > r(3)+bioMod && atmo=="A") bio = r(3);
else if(sysAge > r(3)+bioMod && atmo==1) bio = Math.max(0,r(10)-7);
else if(sysAge > 3+bioMod && atmo=="A") bio = Math.max(0,r(10)+(dwarfSys?-3:2));
else bio = 0;
break;
case "GeoTidal":
size = r(10)+2;
hydro = r(10)+1;
var bioMod = 0;
var chemRoll = r(5)+dwarfSys+(orbitPos-1);
if(chemRoll<3) {
adjType += " (Promethean)";
chemType = ", water";
bioMod = 0;
} else if(chemRoll<5) {
adjType += " (Burian)";
chemType = ", ammonia";
bioMod = 1;
} else {
adjType += " (Atlan)";
chemType = ", methane";
bioMod = 3;
}
if(sysAge > r(3)+bioMod) bio = r(3);
else if(sysAge > 3+bioMod) bio = Math.max(0,r(10)+(dwarfSys?-3:2));
else bio = 0;
if(bio>2 && adjType=="GeoTidal (Promethean)"){
atmo = valueLimit(r(10)+size-4, 2, 9);
} else atmo = "A";
break;
case "Hebean":
size = r(5);
atmo = r(10)+size-9;
if(atmo>2) atmo = "A";
if(atmo<0) atmo = 0;
hydro = valueLimit(r(10)+size-8, 0, 10);
bio = 0;
break;
case "Helian":
size = 8+r(5);
atmo = "D";
switch(r(3)){
case 0:
hydro = 0;
break;
case 1:
hydro = r(10)+1;
break;
case 2:
hydro = "X";
break;
}
bio = 0;
break;
case "JaniLithic":
size = r(5)+1;
atmo = [1,"A"][r(2)];
hydro = 0;
bio = 0;
break;
case "Jovian":
size = "G";
atmo = "G";
hydro = "G";
if(r(5)+(orbitPos==1)>3) {
if(sysAge>r(10)+1) bio = r(3);
else if(sysAge>7) bio = r(10)+(dwarfSys?-3:2);
else bio = 0;
}
if(bio>0) adjType += [" (Brammian)"," (Khonsonian)"][r(2)];
break;
case "Meltball":
size = r(10)+3;
atmo = 1;
hydro = "X";
bio = 0;
break;
case "Oceanic":
size = r(10)+4;
hydro = 11;
var bioMod = 0;
var chemRoll = r(10);
if(stellarBodies[0].type=="K-V") chemRoll += 2;
if(stellarBodies[0].type=="M-V") chemRoll += 4;
if(stellarBodies[0].type=="L" || stellarBodies[0].type=="Neutron star") chemRoll += 5;
if(orbitPos==2) chemRoll += 2;
if(chemRoll<9){
adjType += [" (Pelagic)"," (BathyGaian)"][r(2)];
chemType = ", water";
bioMod = 0;
atmo = valueLimit(r(10)+size-3,1,9)
} else if(chemRoll<11){
adjType += [" (Nunnic)"," (BathyAmunian)"][r(2)];
chemType = ", ammonia";
bioMod = 1;
} else {
adjType += [" (Teathic)"," (BathyTartarian)"][r(2)];
chemType = ", methane";
bioMod = 3;
}
if(atmo==0) atmo = [1,"A","C"][r(3)];
break;
case "Panthalassic":
size = r(10)+10;
atmo = r(10)+5;
hydro = 11;
var chemRoll = r(10);
if(stellarBodies[0].type=="K-V") chemRoll += 2;
if(stellarBodies[0].type=="M-V") chemRoll += 4;
if(stellarBodies[0].type=="L" || stellarBodies[0].type=="Neutron star") chemRoll += 5;
if(chemRoll<7){
chemType = ", water";
bioMod = 0;
} else if(chemRoll<9){
chemType = ", sulfur";
bioMod = 0;
} else if(chemRoll<10){
chemType = ", chlorine";
bioMod = 0;
} else if(chemRoll<13){
chemType = ", methane";
bioMod = 1;
} else {
chemType = ", methane";
bioMod = 3;
}
if(sysAge > r(3)+bioMod) bio = r(10)+5;
else if(sysAge > 3+bioMod) bio = r(10)+3;
else bio = 0;
break;
case "Rockball":
size = r(10)+3;
atmo = 0;
hydro = valueLimit(r(10)+size-8+dwarfSys+(2*orbitPos-2),0,10);
bio = 0;
break;
case "Snowball":
size = r(10)+2;
atmo = [0,1][r(2)];
hydro = [r(10)+1,11][r(2)];
var chemRoll = r(10);
if(stellarBodies[0].type=="L") chemRoll += 2;
if(stellarBodies[0].type=="T") chemRoll += 2;
if(orbitPos == 2) chemRoll += 2;
if(chemRoll<9){
chemType = ", water";
bioMod = 0;
} else if(chemRoll<13){
chemType = ", ammonia";
bioMod = 1;
} else {
chemType = ", methane";
bioMod = 3;
}
if(hydro != 11){
if(sysAge<r(6)+bioMod) bio = valueLimit(r(10)-6,0,6);
else if(sysAge>r(6)+bioMod) bio = valueLimit(r(10)+size-6,0,13);
} else bio = 0;
break;
case "Stygian":
size = valueLimit(r(10)-5,0,10);
atmo = 0;
hydro = 0
bio = 0;
break;
case "Tectonic":
size = r(10)+5
hydro = r(10)+1;
var chemRoll = r(10);
if(dwarfSys) chemRoll += 3;
if(chemRoll<5){
adjType += " (Gaian)";
chemType = ", water";
bioMod = 0;
} else if(chemRoll<8){
adjType += " (ThiGaian)";
chemType = ", sulfur";
bioMod = 0;
} else if(chemRoll<9){
adjType += " (Chloritic ThiGaian)";
chemType = ", chlorine";
bioMod = 0;
} else if(chemRoll<12){
adjType += " (Amunian)";
chemType = ", ammonia";
bioMod = 1;
} else {
adjType += " (Tartarian)";
chemType = ", methane";
bioMod = 3;
}
if(sysAge<4+bioMod) bio = r(3);
else if(sysAge>3+bioMod) bio = valueLimit(r(10)+(dwarfSys?-3:2),0,13);
else bio = 0;
if(bio>2){
if(adjType=="Tectonic (Gaian") atmo = valueLimit(r(10)+size-4,2,9);
else if(bioMod==0) atmo = "B";
else atmo = "A";
} else atmo = "A";
break;
case "Telluric":
size = r(10)+5;
atmo = "C";
hydro = (r(10)<6?0:"F");
bio = 0;
break;
case "Vesperian":
size = r(10)+5;
hydro = r(10)+1;
var bioMod = 0;
if(r(10)) chemType = ", water";
else {
chemType = ", chlorine";
bioMod = 3;
}
if(sysAge+bioMod<3) bio = r(3);
else bio = r(10)+3;
if(bio>2){
if(chemType ==", water") atmo = valueLimit(r(10)+size-4,2,9);
else atmo = "B";
} else atmo = "A";
atmo = 0;
bio = 0;
break;
}
if(hydro==0) chemType = "";
if(hydro>0 && chemType == "") chemType = ", water"
var out = adjType+"<ul><li>Size: "+size+"</li><li>Atmo: "+atmo+"</li><li>Hydro: "+hydro+chemType+"</li><li>Bio: "+bio;
if(extraDetail != "") out += "<li>"+extraDetail+"</li></ul>";
else out += "</ul>";
return out;
}
function newSystem(){
getStellarBodies();
fillOrbits();
var output = "";
output += ["Single Star","Binary","Trinary"][numStars-1]+" System<br>";
output += ["","Tight Companion"+(numStars==3?"s":"")+"<br>","Close Companion"+(numStars==3?"s":"")+"<br>","Moderate Companion"+(numStars==3?"s":"")+"<br>","Distant Companion"+(numStars==3?"s":"")+"<br>"][starOrbit];
output += "Age: "+stellarBodies[0].age+" billion years<br><br>";
for (var i = 0; i < numStars; i++) {
output += "Type: "+stellarBodies[i].type;
if(stellarBodies[i].desc!="") output += "<br>Description: "+stellarBodies[i].desc;
output += "<br><br>";
}
for (var i = 0; i<3; i++){
output += "<br>"+orb[i].position+" Orbit: "+orb[i].type+"<br>";
if(orb[i].num>0){
output += "<ul>";
for(var j = 0;j<orb[i].num;j++) output += "<li>"+orb[i].bodies[j]+"</li><br>";
output += "</ul>"
}
}
document.getElementById('outputText41R').innerHTML = output;
}
</script>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com5tag:blogger.com,1999:blog-5563086658557974847.post-31818638468728786212019-04-09T19:14:00.000-07:002019-04-09T19:14:12.549-07:00THE ROD OF SEVENTY SEVEN PARTSA few abilities inspired by/stolen from Skerples <a href="https://coinsandscrolls.blogspot.com/2019/04/osr-ad-artifact-generation.html" rel="nofollow">article about artefacts</a><br />
<br />
X = number of segments combined<br />
Flipping a segment like a coin will always have it land on it’s edge, and roll towards the nearest segment you don’t own.<br />
<br />
If you're not sure where the segments might be, roll 1d100 each time you arrive at a new area:<br />
<br />
<ol>
<li>For sale from a tinker, for favours bizarre</li>
<li>With a warlord that knows not what he has</li>
<li>Trapped in a lab with a brain in a jar</li>
<li>At the bottom of a well</li>
<li>Buried in the ruins of a collapsed church</li>
<li>Functioning as part of a town lightning rod</li>
<li>Floating on a solid cloud</li>
<li>In the middle of a field, surrounded by dead cows and burnt grass</li>
<li>In the nest of an immense crow</li>
<li>The wedding ring of an eccentric princess</li>
<li>or more: not here! Keep looking</li>
</ol>
<br />
<br />
The Rod of Seventy Seven Parts is highly unstable, and does not go together easily. When joining together segments, the Rod has an X-7 in 20 chance of backfiring:<br />
1dX segments teleport away and…<br />
<br />
<ol>
<li>The rod explodes for Xd6 damage, 20ft radius</li>
<li>You are polymorphed into a random animal</li>
<li>Killed stone dead, no save, with an idiot expression on your face</li>
<li>Surrounding area is teleported in a random direction</li>
<li>1d20 lightning bolts hit randomly all around</li>
<li>An apocalypse happens, just a local one</li>
</ol>
<br />
<br />
Adding the eighth segment has a 1-in-20 chance of going kapow, the ninth 2-in-20 etc. Joining together parts using mechanical/magical assistance <i>may</i> deflect or reduce the effects.<br />
<br />
Abilities that recharge daily will do so at the first ray of dawn. Abilities that recharge weekly will do so on the dawn of the Sabbath. Cunning users will wrangle this to their advantage.<br />
<br />
<ol>
<li>Wind-up as an action, next hit deals 1d20 damage on a hit, staggers you on a miss</li>
<li>Unique ranged attacks, deals 1d8 on a hit. Range increases with segments collected</li>
<li>As shield, blocks 1d12 damage X times before consequences</li>
<li>Transforms into any weapon</li>
<li>Absorbs spells from wands/scrolls/magic items etc. can hold X</li>
<li>If you don’t attack in a round, +X to Defence</li>
<li>Deals exploding damage on a max roll</li>
<li>X additional attacks per day, 1d6 self-damage per two extras</li>
<li>+X to-hit, +X damage</li>
<li>Polymorphs the rod into a seven-legged spider with X HD. Has a X% chance of going rogue, if it thinks it can best you in a fight. If the spider dies, the rod falls apart and scatters segments everywhere.</li>
<li>Perfectly block an attack, 1/day</li>
<li>Perfectly hit an attack, 1/day</li>
<li>Scan enemy HP, 1/combat</li>
<li>Reroll failed saves while at full HP and/or wearing exceptionally fine clothes</li>
<li>Change the dimensions of the rod by x7 in any direction</li>
<li>Emits light as a torch for X hours per day</li>
<li>+2X inventory slots</li>
<li>Escape a dungeon with your party, up to X floors beneath the surface</li>
<li>Can recreate the image and sound of a 10 minute scene in the last X days</li>
<li>Vibrates gently whenever you are about to do something likely lethal</li>
<li>Telepathy by making eye-contact, unusual usage up to X/day (just talking is fine, yelling, imitating other voices, is “unusual”)</li>
<li>Translates between any languages, 10-X % chance of a mix-up per conversation</li>
<li>Ask Advice, X/week</li>
<li>Scout room, X/day</li>
<li>Copies an ability you have been struck by, use it X/day</li>
<li>Increase max HP by 2X</li>
<li>Immune to critical hits</li>
<li>Immune to level drain and death effects</li>
<li>Take half damage from [1. Fire, 2. Poison, 3. Spells, 4. Traps, 5. Bladed weapons 6. Falling]</li>
<li>Block the first X MD from spells per day</li>
<li>Multiply damage by 1+1dX on a critical hit</li>
<li>Critical range increases by X/2</li>
<li>Reroll a d20, X/day</li>
<li>Automatically succeed a d20 roll, X/week</li>
<li>Produce an exceedingly useful item, X/week</li>
<li>Produce a basic supply item, X/day</li>
<li>Levitate up and down, slowly</li>
<li>Walk on water</li>
<li>Produces X hours of breathable air per day</li>
<li>Blink, deals 1d6 damage every additional time used</li>
<li>Teleport, 1/day</li>
<li>Animate Object, X/day</li>
<li>Invisibility, X rounds of combat per day, or X minutes non-combat</li>
<li>Recharge any daily ability 1/day</li>
<li>Add 1 MD to a spell, X/week</li>
<li>Sleep, targets X HD of enemies, 1/day</li>
<li>Fly, X passengers, 1/day</li>
<li>Reattach a lost limb, 1/day</li>
<li>Heal Xd4 HP per day</li>
<li>Fireball, Xd6 damage, 1/day</li>
<li>Transmute Flesh to Stone and Back, X/day</li>
<li>Transmute [Weird] to [Weird], X/day</li>
<li>Silent Illusion X/day</li>
<li>Control [1. Fire 2. Water 3. Earth 4. Air] X/day</li>
<li>Ask a yes/no question about something you tap, X/day</li>
<li>Detect Invisible</li>
<li>Detect Poison</li>
<li>Locate Object, within X miles</li>
<li>Detect Magic, X/day</li>
<li>Speak with Dead, X/day</li>
<li>Speak with [1. Fire 2. Water 3. Earth 4. Air] X/day</li>
<li>Speak with [1. Locks, 2. Shoes, 3. Arrows, 4. Blood, 5. Roads, 6. Statue, 7. Teeth, 8. Self, 9. Spell, 10. God, 11. Stars, 12. Universe, 13. Light, 14. Darkness, 15. Memories, 16. Dreams, 17. Lust, 18. Lies, 19. Dave, 20. Mother], X/day</li>
<li>Command Magnetism</li>
<li>Determine Weather</li>
<li>Astral Travel, X dreams</li>
<li>Neutralise Hunger, X people supported</li>
<li>+2 to a random stat, +4 with 7 or more segments</li>
<li>Change a random stat to 18, another is halved</li>
<li>Deal 1d6 damage to target in sight, X/day</li>
<li>Time-stop, X rounds/week</li>
<li>Cast a random spell, X/day</li>
<li>Telekinesis, up to X kg at a time</li>
<li>Pass through X feet of solid material per day</li>
<li>Undo previous round, 1/week</li>
<li>Wish, 1/century</li>
<li>True Resurrection, 1/century</li>
<li>Extends lifespan by X times</li>
</ol>
<br />
<div>
<br /></div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com2tag:blogger.com,1999:blog-5563086658557974847.post-55118200284273642852019-04-08T10:33:00.000-07:002019-04-08T10:36:52.458-07:00A brief exchange<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/000/335/656/large/ian-jacobson-mimic-drawingsmall1.jpg?1417690678" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="405" data-original-width="800" height="201" src="https://cdna.artstation.com/p/assets/images/images/000/335/656/large/ian-jacobson-mimic-drawingsmall1.jpg?1417690678" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Spoilers. Credit <a href="https://ianjacobson.artstation.com/projects/rAzd2" rel="nofollow">Ian Jacobson</a></td></tr>
</tbody></table>
<br />
Me:<br />
The west area has a couple nooks off the main room. In one is a large wooden chest. In the other, is a circle of chalk drawn in strange runes around a pedestal. Leaning against the pedestal is a weird wavy dagger, while there is a large, plain looking sword lying atop it.<br />
<br />
Erziver the Gnome:<br />
I want to step carefully towards the chest and inspect the latch<br />
<br />
Me:<br />
Looks fine to you, no signs of weird magic or trickery.<br />
<br />
Erziver:<br />
I tap the latch with the butt of my axe<br />
<br />
Me:<br />
Clink<br />
Nothing. The latch is definitely free of traps<br />
<br />
Bertrude, Nearly-Paladin:<br />
I look at the rest of the chest for traps<br />
<br />
Erziver:<br />
"Wise choice, Bertrude"<br />
<br />
Bertrude:<br />
I know the mind games<br />
<br />
Erziver:<br />
I'll sit in my saddle, hand on the latch, anxious to flip the fucker open<br />
<br />
Me:<br />
No traps<br />
Do you open it Erziver?<br />
<br />
Erziver:<br />
I do!<br />
OPEN OPEN OPEN<br />
<br />
Me:<br />
Inside the box is... another chest!<br />
<br />
Erziver:<br />
Damnit! Does it have any obvious traps?<br />
<br />
Me:<br />
No obvious traps, no wires or runes or anything like that<br />
<br />
Erziver:<br />
I'll flip the lid up with my axe handle<br />
<br />
Me:<br />
The smaller chest lunges out of the bigger box and tries to bite your face off!<br />
Roll defence, at +1 since you had the axe in the way<br />
<br />
Erziver:<br />
Failed!<br />
<br />
Me:<br />
Ka-chomp, goes the chest on your arm, for... 8 damage.<br />
Maybe that's your face, not your arm<br />
<br />
Bertrude:<br />
Fuck<br />
<br />
Erziver:<br />
Haha! I'm at exactly 0 HP!<br />
<br />
Bertrude:<br />
Bertrude immediately grabs the chest and tries to pull it off<br />
<br />
Erziver:<br />
Fate smiles faintly on me<br />
<br />
Me:<br />
Make a Strength check Bertrude!<br />
<br />
Bertrude:<br />
"Wee friend!"<br />
<br />
Me:<br />
(I hope that wasn't too much of a 'gotcha', but you were looking for "obvious traps" :shrug: )<br />
<br />
Bertrude:<br />
Success<br />
I never thought of a mimic in a chest<br />
<br />
Erziver:<br />
I even considered sinking my axe into the top in anger<br />
Oh yeah thats a clever ass mimic<br />
<br />
Bertrude:<br />
Unless its an enchanted chest<br />
In which case im good at dissasembling constructs<br />
<br />
Uwela the Kobold:<br />
Little mimic would be cuter though.<br />
<br />
Erziver:<br />
So its off of me, right?<br />
<br />
Me:<br />
It's off, wriggling in Bertrude's hands. Which it will shortly try and eat. You can see Ezriver's blood on it's fangs, but it doesn't seem to have hit anything too important.<br />
<br />
Erziver:<br />
I want to sink my axe into the top of the thing!<br />
<br />
Me:<br />
Uwela it is adorable<br />
Make an attack! Don't fail by a lot, or you'll hit Bert!<br />
<br />
Erziver:<br />
"Damn fucking trickery! DIE!"<br />
Failed by 5?<br />
Oh no<br />
<br />
Me:<br />
Oh no<br />
Is that a lot?<br />
Hmm<br />
Erziver, you clip Bertrude with your axe<br />
"Clip", for 4 damage<br />
<br />
Bertrude:<br />
Dammit, you did more damage to me than the dungeon did<br />
I twist away and drop the thing, hissing in pain<br />
Then I stomp on it<br />
Dead space stylez<br />
<br />
Bertrude:<br />
I have a greataxe<br />
"If you'd waited!"<br />
Stomp<br />
"I would've!"<br />
Stomp<br />
"Killed it!"<br />
STOMP.<br />
<br />
Erziver:<br />
"Damnit damnit damnit!" I RAGE! "YOUR BLOOD WASNT WHAT I WANTEDD"<br />
<br />
Uwela, quietly, in the background:<br />
"Well this is getting out of hand..."<br />
<br />
Me:<br />
You all spend some time therapeutically stomping the absolute shit out of this tiny little mimic. it's guts, such as they are, are dribbling through the flagstones, and it's fangs shatter like glass.<br />
<br />
Uwela:<br />
I'll pass on stomping. Poor mimic.<br />
<br />
Me:<br />
I'm typing this whole exchange up<br />
It's my favouriteSpwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com3tag:blogger.com,1999:blog-5563086658557974847.post-88677935687925276552019-04-04T22:18:00.002-07:002019-04-05T08:19:40.884-07:00"There are more things in Heav- OH GOD IT'S BACK KILL IT KILL IT" - Nightmare Parasite for GLOGLong, long ago, I was interested in <a href="http://www.giantitp.com/forums/showthread.php?396163-quot-There-are-horrors-beyond-life-s-edge-that-we-do-not-suspect-quot-(Mythic-Horror-ReDux)" rel="nofollow">this</a>. I then discovered GLOG, and all of that melted away. But some of it stuck around. This is a love-letter to a 3.5e rebalancing homebrew, written for an OSR DIY sub-system:<br />
<blockquote class="tr_bq">
<blockquote class="tr_bq">
For those who do walk his path, who embrace Terror as a means of strength, they may master the primordial arts of that Titan which should not have lived. To them, “Unafraid” is a mistranslation of “Ignorant”.</blockquote>
<blockquote class="tr_bq">
These inborn instincts can be traced back to The Nightmare himself, who rots and decays in that destitute pit, letting his existence blossom out unto the great wheel, spreading his legend, watching even in death, silently pushing those of his ascendents closer to his dream of perfect life. </blockquote>
</blockquote>
<blockquote class="tr_bq">
<blockquote class="tr_bq">
~ Xefas</blockquote>
</blockquote>
<br />
It's so... <i>purple</i>. I dig it. This hobby rules.<br />
<br />
<a href="https://nuclearharuspex.blogspot.com/" rel="nofollow">Micah from Nuclear Haruspex</a> designed this challenge to create parasite-related content for GLOG. There are many others like it, but this one is mine:<br />
<br />
<a href="https://aswampinspace.blogspot.com/2019/03/the-biocon-parasite-race-as-class.html">Biocon</a><br />
<a href="https://docs.google.com/document/d/1QYiYZK6Va-Cq1nLeUF6pQxSOIfizpmYB7gfTd9HXy_w/edit">Body King</a><br />
<a href="https://ravenousambience.blogspot.com/2019/04/glog-parasite-race-as-class-challenge.html">Cuckoo Folk</a><br />
<a href="https://goodberrymonthly.blogspot.com/2019/03/eater-of-tongues.html">Eater of Tongues</a><br />
<a href="https://octarinetinted.wordpress.com/2019/03/28/hydrargent/">Hydrargent</a><br />
<a href="https://twogoblinsinatrenchcoat.blogspot.com/2019/04/concentrated-early-2000s-energy-klyntar.html">Klyntar</a><br />
<a href="https://goblinpunch.blogspot.com/2019/04/the-mother-of-osk.html">Mother of Osk</a><br />
<a href="https://saveordieslowly.blogspot.com/2019/03/the-mycorrhizan-osr-discord-parasite.html">Mycorrhizan</a><br />
<a href="https://ruinsoffallenempires.blogspot.com/2019/04/osr-parasite-challenge.html">PARASITE</a><br />
<a href="https://tenfootpolemic.blogspot.com/2019/04/glog-class-parasite-brain.html">Parasite Brain</a><br />
<a href="http://anxiousmimic.blogspot.com/2019/04/glog-parasite-class-spellbug.html?m=1">Spellbug</a><br />
<a href="https://crateredland.blogspot.com/2019/03/temporal-parasite-and-paradoxes.html">Temporal Paradox</a><br />
<a href="https://whimsicalmountain.blogspot.com/2019/04/gloggular-osric-parasite-challenge.html">Umbrant</a>
<br />
<br />
Most other contributions are about people that have parasites, or playing a parasite that infects someone. You are a parasite, a scar, a blot on <i>reality itself</i>. And you're <i>hungry</i>.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/008/926/078/large/piotr-foksowicz-nightmare-night-1500-s-2.jpg?1516133922" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="450" data-original-width="800" height="225" src="https://cdna.artstation.com/p/assets/images/images/008/926/078/large/piotr-foksowicz-nightmare-night-1500-s-2.jpg?1516133922" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is you now. Credit <a href="https://www.artstation.com/artwork/xXzVW" rel="nofollow">Piotr Foksowicz</a></td></tr>
</tbody></table>
<br />
<a name='more'></a><br />
<br />
<div style="text-align: center;">
<b>NIGHTMARE PARASITE</b></div>
<div style="text-align: center;">
<b><br /></b></div>
<div style="text-align: left;">
<b><br /></b></div>
<b>Starting equipment:</b> your body, a <a href="https://coinsandscrolls.blogspot.com/2017/06/osr-1d100-actually-medieval-professions.html" rel="nofollow">Failed Career</a> (you just wandered away one day)<br />
<br />
<b>Starting skill:</b> 1. Interrogation, 2. Modification, 3. Observation<br />
<br />
<b>A</b> Protrusions, Feast of Kings<br />
<b>B</b> Caress, Efficiency, +1 protrusion<br />
<b>C</b> Predators Gaze, +1 protrusion<br />
<b>D</b> Apex, +2 protrusions<br />
<br />
<b>Protrusions</b><br />
Your mortal form has been modified, gain a Protrusion from the list below. Each Protrusion deals 1d4 slashing damage unless otherwise stated, and is a reach weapon. If you have moved this round, you can make an attack with one Protrusion. If you haven't moved, you can attack with all of them.<br />
<br />
If you are attacking a single target with multiple Protrusions, roll all d20s first, then allocate them.<br />
<br />
<br />
<b>Protrusion types:</b><br />
<ol>
<li>Fleshy. 1d6 bludgeoning damage, grants +1 inventory slot</li>
<li>Sticky. Automatically grapples on-hit</li>
<li>Melty. Deals acid damage. A target that has taken 4 or more acid damage loses a random item or armour piece.</li>
<li>Burny. Deals fire damage. A target that takes 1 damage must save or be ignited</li>
<li>Pointy. 1d8 piercing damage. Grants 1 rank in Lock-Picking.</li>
<li>Chompy. Struck enemy with 3 HP or less is swallowed whole. Killing an enemy with this counts as lunch.</li>
<li>Smart. Is intelligent, has an eyeball, an ear and morale like a very loyal hireling</li>
<li>Flappy. Functions as malformed a wing/fin. Can be used to glide and swim. If you have two you can fly, badly.</li>
<li>Blade. 1d6 damage, can be used to Parry weapon attacks (reduces damage by 1d6 instead of attacking)</li>
<li>Icy. Deals cold damage. A target that has taken 6 or more cold damage is frozen to the spot.</li>
<li>Parrot. Has a nozzled structure at the end, can effectively mimic voices. Doubly effective at mimicking the <a href="https://youtu.be/RGQ1x5r-LCQ?t=143" rel="nofollow">pained screams of dying loved ones</a>.</li>
<li>Everywhere. Doesn’t seem to be attached, it instead emerges from the ground, the targets body, a bottle, anywhere. You can make attacks using it at sight-range.</li>
<li>Hidden. Can be retracted inside you, unaware target takes +1d6 damage. +1 fast inventory.</li>
<li>Shiny. Also functions as a glowing semi-corporeal lure, target must make a WIS check or be distracted by it, seeing that which they most desire. Doubly effective in the dark.</li>
<li>Whip. x2 range. Useful for grabbing things at a distance.</li>
<li>Venomous / Infected (pick one). Target must save against a poison/disease you have experienced in the past. If you are currently suffering from the poison/disease, they do not get a save.</li>
<li>Sting. Struck target must save or have a random limb go uselessly numb for an hour.</li>
<li>Toxic. Struck target takes +1 damage from all other sources until they wipe it off. Stacks.</li>
<li>Cruel. If the damage dealt is odd, target has halved movement for the next round. If the damage dealt is even, target deals half damage next round. Targets that are much larger than you can save to negate.</li>
<li>Puppet. You can stab this into a corpse and control it for [level]x10 minutes before it falls apart. Take an action to attack with it, it can only move 10x[level] feet from you. If you spend an hour with a completely helpless living target, you can infest them with your Puppet protrusion, controlling them as if they were a corpse. They take 1d6 damage per 10 minutes of Puppetry.</li>
</ol>
<br />
<div>
<b>Feast of Kings</b><br />
You gain no sustenance from normal food. Instead, you heal 1d6 HP each time anyone with 50ft of you fails a save versus Fear, Madness etc. This always and especially includes you. You heal to full by spending a night within 50ft of someone who is suffering from nightmares.<br />
<br />
<br />
<b>Caress</b><br />
Instead of dealing their normal damage, you can instead deal Terror Damage with your protrusions. Instead of Defence, this attack takes a penalty equal to their Wisdom score - 10. If dropped to 0 HP by terror damage, the target (1d6):<br />
<ol>
<li>Suffers a heart attack (save or die, incapacitated if they succeed)</li>
<li>Is rendered mute or blind</li>
<li>Is greatly aged</li>
<li>Is paralysed for an hour</li>
<li>Refuses to see you or admit that any of the current events are happening</li>
<li>Goes utterly insane</li>
</ol>
<div>
<b><br /></b></div>
<div>
<b>Efficiency</b></div>
<div>
You can remove one of the following to gain a new Protrusion.</div>
<div>
<ul>
<li>An arm</li>
<li>A leg</li>
<li>Your tongue</li>
<li>An eye</li>
<li>Your sanity (-4 save vs. madness)</li>
<li>Half of an ability score</li>
<li>As negotiated</li>
</ul>
<div>
<br /></div>
</div>
<div>
<b>Predators Gaze</b></div>
<div>
If you can see someone, and they cannot see you, they take 1 Terror damage per minute. They instinctively know that if they can find you and see you, that they'll stop taking damage.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Apex</b></div>
<div>
You gain two of the following effects. By removing two things via Efficiency, you can gain an extra benefit.</div>
<div>
<ul>
<li>You can attack with all your Protrusions even if you have moved this round</li>
<li>If you are moving at a crawl, you are invisible</li>
<li>You can gallop as fast as a horse and leap your normal speed in a single round</li>
<li>Can eat and regurgitate up to 5x their bodyweight, distending your jaw impossibly</li>
<li>As negotiated</li>
</ul>
</div>
<div>
<br /></div>
</div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com1tag:blogger.com,1999:blog-5563086658557974847.post-45299167176509604822019-03-26T22:03:00.001-07:002019-03-26T22:31:10.692-07:00"I ought to be thy Adam" - Golemist (Wizard School)This was a request/challenge by Micah from <a href="http://nuclearharuspex.blogspot.com/" rel="nofollow">Nuclear Haruspex</a>. I was all for collaborative work, but my honour was impugned, and thus, a friendly challenge was born! You can find his version <a href="https://nuclearharuspex.blogspot.com/2019/03/the-golemist-glog-class.html" rel="nofollow">here</a>.<br />
<br />
<i>Optionally</i>: there are two competing schools of Golemistry engaged in a cold war amongst the hallowed halls of the Foreign Parts. Golemists are uniquely placed in their ability to compete without risking anything other than the material components of their war machines. Consider:<br />
<br />
<ul>
<li>Minute golem saboteurs</li>
<li>Gigantic mechs stomping about</li>
<li>Contracting them as mercenary forces will inevitably result in your opposition receiving a bid as well</li>
</ul>
<br />
These golems are completely different from <a href="http://meanderingbanter.blogspot.com/2019/01/golems-and-drones-in-chambers-of-god.html">elven drones</a>. Probably. Maybe. Who's to say?<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/002/574/469/large/henrik-rosenborg-stone-golem.jpg?1463270881" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="696" height="400" src="https://cdnb.artstation.com/p/assets/images/images/002/574/469/large/henrik-rosenborg-stone-golem.jpg?1463270881" width="347" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/rZV4E" rel="nofollow">Henrik Rosenborg</a></td></tr>
</tbody></table>
<br />
<a name='more'></a><br />
Golemists - smiths, glassblowers, potters, builders, artisans one and all. Warmongers and peacekeepers. Farmers and raiders. Skilled in both mundane craft, and the illustrious art of bringing life and force to base material. Some have likened them to alchemists in their search for life, but their motives are usually far more understandable. They solve problems. Not problems like "what is beauty", because that would fall with the purview of your <a href="https://www.youtube.com/watch?v=SNgNBsCI4EA" rel="nofollow">conundrums of philosophy</a>. These fine men and women solve practical problems. The ones that can be solved with <b>big damn robots</b>.<br />
<br />
<br />
You are <i>Chartered</i> in Foreign Parts, but an <i>Outsider</i> Around Here. If the priesthood ever infiltrates the ranks of the Golemists, you'll probably end up being <i>Banished</i>.<br />
<br />
<b>Perk</b>: You can cast in heavy armour without penalty. If heavily armoured wizard robes are even physically possible, you'll be able to use them. You start at journeyman-level in the skill related to your starting spell (Rank 2).<br />
<br />
<b>Restriction</b>: You have disadvantage on checks to learn, alter or communicate with non-Golemist spells. You start with only one spell.<br />
<br />
<b>Starting equipment</b>: Depends on first level spell.<br />
<br />
(I don't do cantrips. If I did, one of them would be: "If you succeed on an Intelligence check, point to a patch of ground or other suitable location, and begin laughing. Cast your <i>Create Golem</i> spell on the frame you hid there months or years earlier. You can only ever do this once")<br />
<br />
<h3>
Spell List</h3>
<div>
<b>Create [Material] Golem </b>(spells one to six follow this same basic pattern)</div>
<div>
R: touch T: inactive golem frame D: [sum] varies</div>
<div>
<br /></div>
<div>
The target of this spell is a golem frame, a clump of material that probably has at least one limb. It has a "unit", being the amount of time that has been spent creating the frame. Expensive materials will be required in order for a golem to take more work than a day. Magic Dice used to create golems are Invested (only return to you, expended or unexpended, when the spell ends).</div>
<div>
<br /></div>
<div>
Golem stats: [sum] HP, [dice] HD, 10+[dice] Defence, 9+[dice] Strength, 11-[dice] Move, damage based on size. </div>
<div>
<br /></div>
<div>
Golems take one damage every unit of time that passes while fully active. For example, a golem that took one hour to create takes one damage per hour of combat, heavy lifting, hiking over rough terrain etc. They wouldn't take damage from being propped up in a corner or lying in wait for an ambush, but might take one damage from a full day walking around town.</div>
<div>
<br /></div>
<div>
Maximum size:</div>
<div>
1 MD - Human, 1d6 damage</div>
<div>
2 MD - Cart, 2d6 damage</div>
<div>
3 MD - Building, 2d6 damage</div>
<div>
4 MD - Dragon, 3d6 damage<br />
<br />
Golems that are larger than a cart (3+ MD) have advantage against attacks that only target a small area i.e. individual swords and arrows.</div>
<div>
<br /></div>
<i>Optionally</i>: You can patch up to half the HP of a golem with an INT check, another unit of time and sufficient material, but only once per spell-cast (This school has yet to be playtested, implement this rule-change if Golemists feel underpowered)<br />
<br />
<br />
<b>1. Create Clay Golem</b><br />
Starting equipment: portable wheel, three slabs of paper-wrapped clay, golem-smashing hammer (1d8+STR, 2-h)<br />
<br />
Includes mud, bricks, loam. Clay golems reduce all damage received by [dice], but have other particular strengths or weaknesses. They are the standard by which others golems are compared. If [sum] > 12, clay golems are immune to spells that don't involve moving large amounts of earth.<br />
<br />
<br />
<b>2. Create Stone Golem</b><br />
Starting equipment: chisel, crowbar, pickaxe (1d6+STR), lantern and oil<br />
<br />
Stone golems gain an additional +4 Defence while upright and on equal footing with their attacker. They take double damage from bludgeoning weapons while prone. Stone golems are relentlessly effective when it comes to smashing other stone articles. Some Golemists chisel the general structure of a golem frame into a stone wall, then allow the newborn golem to carve it's way out. Stone golems with 6+ HP remaining are immune to piercing weapons, but can be tricked into damaging themselves if they twist and turn quickly. Many a stone golem has accidentally ground itself down to so much sand and useless gravel.<br />
<br />
<br />
<b>3. Create Metallic Golem</b><br />
Starting equipment: portable anvil, hammer and pliers, sword (1d6+STR), shield or helmet<br />
<br />
Metallic golem frames require, at a bare minimum, at least a day of work to create. They have +[dice] to Defence (again), and regular maintenance can negate the damage caused by daily wear and tear. Metallic golems are more precise and can be specialised to gain one of the following benefits:<br />
<br />
<ul>
<li>Defence (a third time)</li>
<li>Attack and damage</li>
<li>+2x[dice] to specific tasks like mining, woodcutting, hauling etc.</li>
</ul>
<br />
<b><br /></b>
<b>4. Create Flesh Golem</b><br />
Starting equipment: bonesaw (1d6+STR), scalpel (1d6), three bags of limbs<br />
<br />
Fleshcrafting isn't necromancy. Probably. Mostly. It's almost exactly as illegal and immoral though. Flesh golems are incredibly quick, having 11+[dice] Move instead of 11-[dice]. They also have [dice] properties of the bodies parts used to create them. Some properties, like flight or spellcasting, require two "slots" in terms of [dice]. They also rot quite easily, taking a minimum of 1 damage per day.<br />
<br />
<br />
<b>5. Create Wood Golem</b><br />
Starting equipment: hatchet (1d6+STR), saw (1d6), chisel and plane<br />
<br />
A peaceful and practical art, houses in Foreign Parts are occasionally built from purpose-created wood golems that move themselves into place, lock joints, and quietly die. Wood golems take half damage from bludgeoning and piercing attacks, but double damage from slashing and fire.<br />
<br />
<br />
<b>6. Create [Weird] Golem</b><br />
Not actually a spell. Roll or pick one of the following materials. There are even stranger golems out there, like the impossibly dangerous <a href="https://coinsandscrolls.blogspot.com/2018/02/osr-archaeans_11.html" rel="nofollow">cursed metal</a> golem.<br />
<br />
<b>Glass Golem</b><br />
Starting equipment: miniature kiln, glassblowing pipe, bag of sand<br />
<br />
Golems made from glass must save vs. shattering every time they take bludgeoning damage. However, the resultant explosion of semi-animate shrapnel deals [dice]d6 damage to anything within [dice]x10ft.<br />
<br />
<b>Wire Golem</b><br />
Starting equipment: wizard robes (+1 MD, -1 Def), 100ft of "wire"<br />
<b><br /></b>
Sometimes incorrectly called an "air golem", wire golems can be made from silk, twine, blood vessels etc. laid out in precise ley-line patterns. They take twice as long to create as other golems (so, divide the time taken to create in half to find the given "unit"), but are just as durable and strong as golems made from seemingly sturdier materials, and can be repaired twice as quickly. They are also <i>really freaky</i>.<br />
<br />
<b>Wax Golem</b><br />
Starting equipment: three bags of tallow, 30ft of wicking, fire-lighter<br />
<b><br /></b>
Very similar to clay golems, taking -[dice] damage from attacks, wax golems always possess a wick out of the top of their head equivalent. While burning, wax golems go into a frenzy, gaining an additional attack per round, but take 1 damage. They also do not have any damage reduction against fire.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://c-7npsfqifvt0x24hbnfqfejbx2edvstfdeox2edpn.g00.gamepedia.com/g00/3_c-7ifbsuitupof.hbnfqfejb.dpn_/c-7NPSFQIFVT0x24iuuqtx3ax2fx2fhbnfqfejb.dvstfdeo.dpnx2fifbsuitupof_hbnfqfejbx2fbx2fbbx2fXby_Fmfnfoubm_gvmm.kqhx3fwfstjpox3d044fbdg32156e90c0ee0ggcc800e79c6_$/$/$/$/$?i10c.ua=1&i10c.dv=4" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="598" height="320" src="https://c-7npsfqifvt0x24hbnfqfejbx2edvstfdeox2edpn.g00.gamepedia.com/g00/3_c-7ifbsuitupof.hbnfqfejb.dpn_/c-7NPSFQIFVT0x24iuuqtx3ax2fx2fhbnfqfejb.dvstfdeo.dpnx2fifbsuitupof_hbnfqfejbx2fbx2fbbx2fXby_Fmfnfoubm_gvmm.kqhx3fwfstjpox3d044fbdg32156e90c0ee0ggcc800e79c6_$/$/$/$/$?i10c.ua=1&i10c.dv=4" width="239" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">From <a href="https://hearthstone.gamepedia.com/Wax_Elemental" rel="nofollow">Hearthstone</a></td></tr>
</tbody></table>
<br />
<br />
<b>Fire Golem</b><br />
Starting equipment: Three flasks of napalm, pouch of matches, fire-proof gloves<br />
<br />
It's not possibly to spend more than a minute creating a fire golem, unless you have access to <a href="http://goblinpunch.blogspot.com/2013/06/fire-fire-and-slime.html" rel="nofollow">rarer</a> <a href="https://goblinpunch.blogspot.com/2016/06/another-post-about-hesayan-church.html" rel="nofollow">types</a> of fire. While they may appear similar to fire elementals, fire golems cannot spread by simply burning more material. However, they don't need fuel the same way a fire elemental does.<br />
<br />
<b>Water Golem</b><br />
Starting equipment: shovel (1d4+STR), bucket, serene patience<br />
<br />
Likewise, golems made from water are not the same as water elementals. Their structure is determined by a mould (usually dug into the mud by the side of a lake) that is carefully allowed to fill with water. They can only form this one shape, any deviations causes the water to bleed and fall away.<br />
<br />
<br />
<b>7. Swarm</b><br />
R: touch T: object, golem, or creature D: [sum] rounds for creatures, otherwise permanent<br />
<br />
Target multiplies into [sum] copies, each 1/[sum] the size of the original, with 1/[sum] HP. Unwilling targets can save to negate, automatically save in [sum] rounds so long as all of the copies are within 5ft.<br />
<br />
<br />
<b>8. Animate Object</b><br />
<div>
R: 30ft T: [dice] objects D: [sum] rounds of strenuous activity, [sum] minutes otherwise<br />
<br /></div>
<div>
Target object comes to partial life. It will attempt to obey any command that you specifically give it, though it may have limitations. Books always try to fly, but have some difficulty with the power-to-weight ratio. Objects have a [dice]-in-8 chance of being particularly loyal, this is only rolled the first time you cast the spell on a particular target, it is retained if you cast it again no matter the result. <span style="font-size: x-small;">credit <a href="https://sheepandsorcery.blogspot.com/2018/09/into-weird-blue-yonder-mundane-magic.html" rel="nofollow">Jacob</a> for the last bit</span></div>
<br />
<br />
<b>9. Dispel Enchantment</b><br />
R: 50ft T: spell D: investment<br />
<br />
Reduce the duration, damage or number of targets of a spell or enchanted object by [sum] or [dice], whichever is more applicable. Gain +2 to [sum] if you are touching the target. If you reduce the effectiveness of the spell to 0, then you can end it permanently by making an opposed Intelligence check.<br />
<br />
<br />
<b>10. Transmute</b><br />
R: 30ft T: depends D: [sum] minutes<br />
<br />
Transmute one material to another. The quantity is limited by [dice]: 1 - bucketful, 2 - tubful, 3 - wagonful, 4 - way too much.<br />
<br />
The traditional list of materials is:<br />
<ol>
<li>Stone</li>
<li>Mud</li>
<li>Fire</li>
<li>Blood</li>
<li>Metal</li>
<li>Wood</li>
<li>Slime</li>
<li>Light</li>
<li>Water</li>
<li>Flesh</li>
</ol>
<div>
Roll twice, once for the input (target) and once for the output (material produced) There is a much larger list <a href="http://attnam.blogspot.com/2018/11/transmute-for-fun-and-profit.html" rel="nofollow">here</a>, and a generator <a href="https://meanderingbanter.blogspot.com/p/encounter-enhancement.html" rel="nofollow">here</a> (bottom of the list at time of writing). As a Golemist, when you learn this spell, you can choose to tweak either the input or output of this spell to match the material used in your <i>Create Golem</i> spell (50% chance of each).</div>
<br />
<br />
<br />
<h3>
Emblem Spells</h3>
<b>11. Mass Golemification A.K.A. Clay Goo</b><br />
R: 50ft T: creature D: save ends<br />
<br />
If the target fails a save, they take [sum] damage as their body twists into dozens of tiny proto-golems. Which, in turn, begin to rip and tear at the body and convert yet more of their flesh into tiny golems, dealing [dice]d6+[rounds] damage every round they fail a save. The spell is locked to the target, so an ally can assist by removing/destroying the golems to grant a bonus to the save. To be clear, this doesn't end the world, only the specified target is ever effected. There is a safeguard in place. Just the one. Don't remove it.<br />
<br />
The whole process is quite horrifying to witness, hirelings may be required to roll a morale check. Golems, naturally, are not required to make such a morale check <strike>and may instead coo over the miracle of birth</strike>.<br />
<br />
<br />
<b>12. Animate City</b><br />
R: touch T: inhabited settlement D: [sum] minutes<br />
<b><br /></b>
<br />
This is a rebuilt and partially restrained <a href="https://crateredland.blogspot.com/2019/02/apocalyptic-spells.html" rel="nofollow">apocalyptic spell</a>. Material component: the key to the city, a formal writ of authority, a firm royal handshake or any other signifier of equivalent merit. If you don't have this component and roll any Mishap, you are instead dragged into the foundations of the city, and entombed therein.<br />
<br />
Animate [dice] of the following for [sum] minutes:<br />
<ul>
<li>The roads</li>
<li>The houses</li>
<li>The walls</li>
<li>Any emplaced defences</li>
<li>Tunnels, basements, sewers, water sources</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/010/711/954/original/katarina-geffertova-x-oz2mrr4naq1qbri4ao1-1280.gif?1525829140" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="600" height="320" src="https://cdna.artstation.com/p/assets/images/images/010/711/954/original/katarina-geffertova-x-oz2mrr4naq1qbri4ao1-1280.gif?1525829140" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You know you want to try it. Credit <a href="https://www.artstation.com/artwork/3Ok6J" rel="nofollow">Katarina Geffertova</a></td></tr>
</tbody></table>
<br />
<br />
<b><br /></b>
<b>Mishaps:</b><br />
<ol>
<li>+1 Trauma</li>
<li>1d6 damage</li>
<li>Mutation for 1d6 rounds, save or permanent</li>
<li>1d4 limbs rendered useless for [sum] minutes</li>
<li>Spell gets loose, inhabiting a random nearby object or person, if left alone it'll return after a day</li>
<li>Terrible accident, deal [dice]d6 damage to a random ally</li>
</ol>
<div>
<br /></div>
<div>
<b>Dooms</b></div>
<div>
<ol>
<li>The golem becomes sentient, gains free will, and will likely escape. All golems you create from now on will also be sentient.</li>
<li>A random ally or NPC is replaced with a seamless and identical golem.</li>
<li>Your mind, and the mind of the golem created or target of this spell switch places permanently.</li>
</ol>
<div>
The Dooms of the Golemist are comparatively mild, potentially even beneficial, but are also unavoidable.</div>
<div>
<br /></div>
</div>
<br />
<br />
<br />
<i>... Wait... What's this? A third emblem spell? Oh...</i><br />
<i><br /></i>
<b>13. Create <a href="https://coinsandscrolls.blogspot.com/2017/12/osr-ludicrous-loot-from-veins-of-earth.html" rel="nofollow">Occultum Golem</a></b><br />
R: oh no T: oh god D: save me<br />
<br />
It's here. <a href="https://coinsandscrolls.blogspot.com/2017/12/osr-metallic-dragons.html" rel="nofollow">She's here</a>.<br />
<br />
<br />
<span style="color: #444444;">13. Create Occultum Golem</span><br />
<span style="color: #444444;">R: touch T: an empires worth of occultum, carved into an impossible shape D: eternal</span><br />
<span style="color: #444444;"><br /></span>
<span style="color: #444444;">Requires 4 MD to be permanently expended in the casting. Reduces the lifespan of the caster by [sum]x10 years. At this point, the mindless golem frame will be able to slowly move, and occasionally follow directions. In order to complete the spell, three impossible things must be achieved. Examples include: collect the colour blue and mix it with the ennui of visiting a home you no longer live at, bring the golem frame at the top of an infinitely tall tower, kill your grandparents before you were born. For each impossible task you achieve, the golem frame will be able to do one of the following:</span><br />
<span style="color: #444444;"><br /></span>
<span style="color: #444444;">- Think and talk, gaining 10 years of wisdom for every day that passes</span><br />
<span style="color: #444444;">- Move with the grace of a ballet dancer and the force of a river</span><br />
<span style="color: #444444;">- Cast any spell it has ever observed</span><br />
<span style="color: #444444;"><br /></span>
<span style="color: #444444;">Upon completing all three tasks, the Occultum Dragon will be born.</span>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com3tag:blogger.com,1999:blog-5563086658557974847.post-16703318548954530852019-03-25T08:22:00.001-07:002019-03-26T20:39:32.661-07:00"Wanderer" v1.7<p id="mapText" style="font-family:courier; line-height: 85%;"></p>
<p id="score"></p>
<script>
//for later: if you enter into a previously generated room and would arrive in a wall, you instead arrive in a secret area
var worldMap = [];
var currentMap = [];
var userChar = "<t style='color:#D35400'>@</t>";
var userPos = {x:1,y:1};
var worldPos = {x:0,y:0};
var score = 0;
var mapWidth = 0;
var wallBreaks = 4; //higher reduces chance
var terrain = ['.',',','!','?','$','~'];
var rareTerrain = ['/'];
var emptyBlock = ' ';
var impassable = ['█',"<t style='color:red'>█</t>"];
var creatureChar = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ".split('');
var creatureList = [{icon:"<t style='color:red'>█</t>",quickness:2,x:0,y:0,behaviour:function(){if(r(6)==0)currentMap[this.x][this.y]='█';}}];
for (var i = 1; i < 12; i++) {
var base = {icon:"",quickness:0,x:0,y:0,behaviour:function(){return true;}};
base.icon = "<t style='color:#"+Math.random().toString(16).substr(2,6)+"'>"+creatureChar.pop()+"</t>";
base.quickness = r(4)+2;
creatureList[i]=base;
impassable.push(base.icon);
}
var currCre = [];
function r(x){return Math.floor(Math.random() * x);}
function generateMap(){
for (var i = 0; i < mapWidth; i++) {
currentMap[i] = [];
for (var j = 0; j < mapWidth; j++) {
var edgeDistance = [i, mapWidth-i, j, mapWidth-j];
edgeDistance.forEach(function(element){
var chanceFilled = 10;
if(element>0) chanceFilled = (1/Math.pow(element,2))*10;
if(chanceFilled>r(10) && r(wallBreaks)) currentMap[i][j] = '█';
}); //makes 1/distance^2 a percentage chance of wall, 0 = 100%
if (currentMap[i][j]!='█'){
if(r(30-distanceToOrigin())==0) {
currentMap[i][j] = terrain[r(terrain.length)];
}
else if (r(1000)==0 && r(distanceToOrigin())) {
currentMap[i][j] = rareTerrain[r(rareTerrain.length)];
}
else currentMap[i][j] = emptyBlock;
}
}
}
if(r(2)==0) addRiver();
if(r(2)==0) addRiver();
if(r(10)==0 || true) addStructure();
if(r(10)==0) addStructure();
}
function addRiver(){
var x = 0
var y = 0;
var move = 0;
var lastMove = 0;
switch(r(2)){
case 0: //across
x = r(mapWidth);
while(inRangeCoords(x,y)){
currentMap[x][y]='~';
if(inRangeCoords(x+1,y)) currentMap[x+1][y] = '~';
move = [lastMove, 0, -1, -1, +1, +1][r(6)];
lastMove = move;
x += move;
y++;
if(inRangeCoords(x,y)){
if(currentMap[x][y]=='~') break;
}
}
break;
case 1: //down
y = r(mapWidth);
while(inRangeCoords(x,y)){
currentMap[x][y] = '~';
if(inRangeCoords(x,y+1)) currentMap[x][y+1] = '~';
move = [lastMove, 0, -1, -1, +1, +1][r(6)];
lastMove = move;
y += move;
x++;
if(inRangeCoords(x,y)){
if(currentMap[x][y]=='~') break;
}
}
break;
}
}
function addStructure(){
var toAdd = [];
var currentLine = "";
switch(r(20)) {
default:
toAdd = [["██████████████","██████..██████"][r(2)],
"█............█",
"█............█",
['█','.'][r(2)]+"............"+['█','.'][r(2)],
"█............█",
"█............█",
["██████████████","██████..██████"][r(2)],
];
break;
case 1:
toAdd = ["██████████████"];
break;
case 2:
toAdd = ["█",
"█",
"█",
"█",
"█",
"█",
"█"];
break;
case 3:
toAdd = [" ~~",
"~~~~",
" ~~"];
break;
case 4:
toAdd = [" ~~~~",
"~~~~~~",
"~~~~~~",
" ~~~~"];
break;
case 5:
toAdd = [" ~~~~~~",
"~~~~~~~~",
"~~~~~~~~",
"~~~~~~~~",
" ~~~~~~"];
break;
case 6:
toAdd = ["██████████████",
".........██..█",
"███████..██..█",
"█.....█......"+['█','.'][r(2)],
"█..█..█████..█",
"████.........█",
"█..███..██████",];
break;
case 7:
toAdd = ["██████..██████",
"██████..██████",
"█....█..█....█",
".....█..█.....",
"█....█..█....█",
"██████..██████",
"██████..██████"];
break;
case 8:
toAdd = ["██████████████",
"█....!...!..5█",
"██..██████████",
['█','.'][r(2)]+"............"+['█','.'][r(2)],
"██.███..███.██",
"█...█....█...█",
"██████████████"];
break;
case 9:
toAdd = ["██████..██████",
"██...█..█....█",
"██......█....█",
"██...█..████.█",
"███.██.....█.█",
"██...█..█....█",
"██████..██████"];
break;
case 10:
toAdd = ["██████..██████",
"█...██..██...█",
"█............█",
"██████..██████",
"█............█",
"█...██..██...█",
"██████..██████"];
break;
case 11:
toAdd = ["██████..██████",
"█............█",
"█..██....██..█",
"..............",
"█..██....██..█",
"█............█",
"██████..██████"];
break;
case 12:
toAdd = ["██████████████",
"█............█",
"█...██████...█",
"!...█..5.█...!",
"█...█.████...█",
"█............█",
"██████████████"];
break;
case 13:
toAdd = ["██████████████",
"█...█...███.5█",
"██.███.████..█",
"........███!██",
"██████..███..█",
"█............█",
"█...██..██████"];
break;
case 14:
toAdd = ["..████...███..",
".██████...███.",
"████████...███",
".....████.....",
"███...████████",
".███...██████.",
"..███...████.."];
break;
case 15:
toAdd = ["██████..███.██",
"██..5█..██...█",
"███!██..███.██",
"............██",
"██..██..██...█",
"█....█..██...█",
"██████..██████"];
break;
case 16:
toAdd = ["██.███████████",
"█...█...█.5..█",
"██.███.█████!█",
"..............",
"█.████..████.█",
"█.█........█..",
"███.██..██.███"];
break;
case 17:
toAdd = ["██████████████████████████████████████████",
"█........................................█",
"█..████████████████████████████████████..█",
"█..█..................................█..█",
"█..█..██████████████████████████████..█..█",
"█..█..█............................█..█..█",
"█..█..█..████████████████████████..█..█..█",
"█..█..█..█......................█..█..█..█",
"█..█..█..█..██████████████████..█..█..█..█",
"█..█..█..█..█.......$$.......█..█..█..█..█",
"█..█..█..█..█......$55$......█..█..█..█..█",
"█..█..█..█..█.......$$.......█..█..█..█..█",
"█..█..█..█..██████████████████..█..█..█..█",
"█..█..█..█......................█..█..█..█",
"█..█..█..████████████████████████..█..█..█",
"█..█..█............................█..█..█",
"█..█..██████████████████████████████..█..█",
"█..█..................................█..█",
"█..████████████████████████████████████..█",
"█........................................█",
"██████████████████████████████████████████"];
for (var i = 0; i < toAdd.length; i++) {
toAdd[i] = toAdd[i].replaceAt(r(toAdd[i].length),'.');
}
break;
}
var x = r(mapWidth);
var y = r(mapWidth);
var removeAlt = true //fuck it
if(r(2) && removeAlt) toAdd = toAdd.reverse();
for (var i = 0; i < toAdd.length; i++) {
currentLine = toAdd[i];
currentLine = currentLine.replace(/█/g,"W");
currentLine = currentLine.replace(/§/g,"5");
currentLine = currentLine.split('');
if(r(2) && removeAlt) currentLine.reverse();
for (var j = 0; j < currentLine.length; j++) {
if(inRangeCoords(x+i,y+j)) {
switch(currentLine[j]){
default:
currentMap[x+i][y+j] = currentLine[j];
break;
case "W":
currentMap[x+i][y+j] = '█';
break;
case "5":
currentMap[x+i][y+j] = '§';
break;
case " ":
if(r(20)) currentMap[x+i][y+j] = ' ';
else currentMap[x+i][y+j] = terrain[r(terrain)];
break;
}
}
}
}
}
function newMap(x,y){ //upon exiting the map, save it, if the new map is empty, generate it, then load whatever is there
currentMap.clone2d(worldMap[worldPos.x][worldPos.y]);
worldPos.x += x;
worldPos.y += y;
if(worldMap[worldPos.x]==null) {
worldMap[worldPos.x] = [];
}
if(worldMap[worldPos.x][worldPos.y]==null){
worldMap[worldPos.x][worldPos.y] = [];
generateMap();
score++;
fixEntry(x,y,false);
} else {
worldMap[worldPos.x][worldPos.y].clone2d(currentMap);
fixEntry(x,y,true);
}
currentMap.clone2d(worldMap[worldPos.x][worldPos.y])
var cQ = r(distanceToOrigin());
cHere = r(creatureList.length);
for (var i = 0; i < cQ; i++) { //
currCre[i] = cloneCreature(creatureList[cHere]);
currCre[i].x = r(mapWidth);
currCre[i].y = r(mapWidth);
}
}
function fixEntry(a,b, showBlue){
if(currentMap[userPos.x][userPos.y]=='█'){
currentMap[userPos.x][userPos.y] = emptyBlock;
var escapePath = {x:userPos.x+a,y:userPos.y+b};
while(!checkEmpty(escapePath.x,escapePath.y)){
if(showBlue) currentMap[escapePath.x][escapePath.y] = "<t style='color:#85C1E9'>█</t>";
else currentMap[escapePath.x][escapePath.y] = emptyBlock;
switch(r(3)){
default:
escapePath.x += a;
escapePath.y += b;
break;
case 0: //go left/right;
if(a==0) escapePath.x += [-1,1][r(2)];
if(b==0) escapePath.y += [-1,1][r(2)];
}
if(!inRange(escapePath)) break;
}
}
}
function addUser(){
userPos.x = r(mapWidth);
userPos.y = r(mapWidth);
while(!checkEmpty(userPos.x,userPos.y)){
userPos.x = r(mapWidth);
userPos.y = r(mapWidth);
}
}
function checkEmpty(x,y){
for (var i = 0; i < currCre.length; i++) {
if(currCre[i].x==x && currCre[i].y==y) return false;
}
return !impassable.includes(currentMap[x][y]);
}
function inRange(area){
return (area.x>-1 && area.x<mapWidth && area.y>-1 && area.y<mapWidth);
}
function inRangeCoords(x,y){
return (x>-1 && x<mapWidth && y>-1 && y<mapWidth);
}
function distanceToOrigin(){
return Math.ceil(Math.sqrt(Math.pow(worldPos.x,2)+Math.pow(worldPos.y,2)));
}
function semiModulo(a,b){
if(a<0) return b-1;
else if(a>=b) return 0;
else return a;
}
function moveUser(x,y){
moveCreatures();
if(score<0){
if(r(score*-1)>2) return 0;
}
userPos.x += x;
userPos.y += y;
if(!inRange(userPos)){
userPos.y = semiModulo(userPos.y,mapWidth);
userPos.x = semiModulo(userPos.x,mapWidth);
newMap(x,y);
} else if(!checkEmpty(userPos.x,userPos.y)){
userPos.x -= x;
userPos.y -= y;
}
var tileCollect = false; //not yet used
switch(currentMap[userPos.x][userPos.y]){
case '$':
currentMap[userPos.x][userPos.y]=['.',',',emptyBlock][r(3)];
score++;
break;
case '!':
switch(r(6)){
default:
score--;
break;
case 1:
currentMap[userPos.x][userPos.y]='█';
break;
case 2:
userPos.x = r(mapWidth);
userPos.y = r(mapWidth);
case 3:
var q = r(10)+1
while(q--){
currentMap[r(mapWidth)][r(mapWidth)]='█'; "<t style='color:#85C1E9'>█</t>"
}
}
break;
case '?':
currentMap[userPos.x][userPos.y]=['$','!'][r(2)];
break;
case '§':
currentMap[userPos.x][userPos.y]=['.',',',emptyBlock][r(3)];
score += r(20)+1;
break;
case '/':
currentMap[userPos.x][userPos.y]='\\';
var q = r(10)+1;
var testX = 0;
var testY = 0;
while(q){
testX = userPos.x+r(10)-5;
testY = userPos.y+r(10)-5;
if(inRangeCoords(testX,testY)){
if(currentMap[testX][testY]=='█'){
q--;
currentMap[testX][testY]="<t style='color:#85C1E9'>█</t>";
}
}
}
break;
default:
break;
}
displayMap();
}
function tryMove(x,y){
return (inRangeCoords(x,y) && checkEmpty(x,y));
}
function moveCreatures(){
for (var i = 0; i < currCre.length; i++) {
currCre[i].behaviour();
if(r(currCre[i].quickness)){
switch(r(4)){
case 0:
if(tryMove(currCre[i].x+1,currCre[i].y)) currCre[i].x += 1;
break;
case 1:
if(tryMove(currCre[i].x-1,currCre[i].y)) currCre[i].x -= 1;
break;
case 2:
if(tryMove(currCre[i].x,currCre[i].y+1)) currCre[i].y += 1;
break;
case 3:
if(tryMove(currCre[i].x,currCre[i].y-1)) currCre[i].y -= 1;
break;
}
}
}
}
function displayMap(){
var displayString = "";
var outputMap = [];
currentMap.clone2d(outputMap);
outputMap[userPos.x][userPos.y] = userChar;
for (var i = 0; i < currCre.length; i++) {
outputMap[currCre[i].x][currCre[i].y]=currCre[i].icon;
}
for (var i = 0; i < mapWidth; i++) {
displayString += outputMap[i].join("")+"<br />";
}
document.getElementById("mapText").innerHTML = displayString;
document.getElementById("score").innerHTML = "Score: "+String(score)
}
document.onkeydown = function(e) {
switch (e.keyCode) {
case 65: //A
case 37: //left
moveUser(0,-1);
break;
case 87: //W
case 38: //up
moveUser(-1,0);
break;
case 68: //D
case 39: //right
moveUser(0,1);
break;
case 83: //S
case 40: //down
moveUser(1,0);
break;
default:
moveUser(0,0);
break;
}
};
Array.prototype.clone2d = function(target) {
for (var i = 0; i < this.length; i++) {
target[i] = this[i].slice(0);
}
};
Array.prototype.shuffle = function() {
var temp, loc;
for (var i = this.length-1; i>0; i--) {
loc = r(i+1);
temp = this[i];
this[i] = this[loc];
this[loc] = temp;
}
};
String.prototype.replaceAt=function(index, replacement) {
return this.substr(0, index) + replacement+ this.substr(index + replacement.length);
};
function cloneCreature(creature){
var clone = {icon:"",quickness:0,x:0,y:0,behaviour:function(){return true;}};
clone.icon = creature.icon;
clone.quickness = creature.quickness;
clone.behaviour = creature.behaviour;
return clone;
}
function initialise(){
mapWidth = 50;
worldMap[0] = [];
worldMap[0][0] = [];
generateMap();
addUser();
newMap(0,0);
displayMap();
}
initialise();
</script>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com7tag:blogger.com,1999:blog-5563086658557974847.post-49074793115922891052019-02-12T06:42:00.001-08:002021-03-26T23:37:00.218-07:00DIE TRYINGAt some point, when you have been playing someone else's OSR system, you’ll reach a certain critical mass of houserules, fixes, adjustments and everything else, where it’s more of your own content, and less of the source material. For me, the gateway drug of GLOG and GLOG-alikes lead to it, but whatever the case: you’re now an OSR game designer, whether you like it or not. At this point, there is really only one viable option - slap a different name on it, and keep going.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/007/636/691/large/konstantin-vavilov-01-swift.jpg?1507523438" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="781" data-original-width="800" height="312" src="https://cdnb.artstation.com/p/assets/images/images/007/636/691/large/konstantin-vavilov-01-swift.jpg?1507523438" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/kxEEz" rel="nofollow">Konstantin Vavilov</a></td></tr>
</tbody></table>
<br />
<h2 style="text-align: center;">
<a href="https://docs.google.com/document/d/1SAcQlMo77kdl7O9gJkO89SAfYfioTKrj1FDonb-DzCE/edit?usp=sharing">DIE TRYING</a></h2>
<br />
<iframe height="1000" width="100%" src="https://docs.google.com/document/d/e/2PACX-1vRXte2HNoKnM-ww-cz18Lr4PtuE9T43qtW2SL_ed-Dp5D9HQuVXNhFdlyEAf6qQHmVBywEaLUh4AmuY/pub?embedded=true"></iframe>
<br />
<br />
<i>DIE TRYING</i> is only a few steps removed from Owlbear Stew, and shares a <i>lot</i> of content. Everything that fits into the family of GLOG will slot in perfectly, and it's OSR compatible. It uses the same races and most mechanics. Spellcasting, <a href="https://attnam.blogspot.com/2018/08/d50-glog-wizard-schools.html" rel="nofollow">wizard schools</a>, <a href="https://docs.google.com/spreadsheets/d/1ktG1uVi5r9zTQAIdArXEU8FDZPuf85Su8jwuJ7bidT0/edit?usp=sharing">spells</a>, <a href="https://coinsandscrolls.blogspot.com/2018/08/osr-class-weather-witch.html" rel="nofollow">workings</a>, and multiple other magical accoutrements are carried across. The <a href="https://docs.google.com/document/d/14lElecm-VX9GgnQ3jgCn4JE4yJc7JWPBLeKkHv2uhMs/edit?usp=sharing">Character Interestifier</a> plays a part, as do <a href="https://tarsostheorem.blogspot.com/2018/10/d100-weird-powers-or-why-mcdowells-osr.html" rel="nofollow">some weird superpowers</a>. In fact, any time in the past few months, if I've seen an interesting table or <a href="http://goblinpunch.blogspot.com/2016/02/new-class-dungeon-hacker.html" rel="nofollow">bizarre class mechanic</a>, it's been added to The List. What is The List? It's the list of things each new character may have done before they became an adventurer. But I'm getting slightly ahead of myself. With all of these things that are clearly not mine, there are a few things that distinguish Die Trying from your average GLOGalike or OSR hack. For starters:<br />
<br />
<h3>
No classes.</h3>
<div>
None. Each new character <a href="https://meanderingbanter.blogspot.com/p/character-generator.html">generated</a> is given a random selected appellation, but this has no impact whatsoever. What they do receive is three rolls on a nested 2d20 table (The List) of weird events that have impacted them. Whether providing useful skills, unique abilities, training in the mystic arts or "merely" a <a href="https://coinsandscrolls.blogspot.com/2017/06/osr-1d100-actually-medieval-professions.html">failed career</a>, all pretty much guarantee that each new character is unique. As Ian put it in in his rather illuminating* (for me) <a href="https://benignbrownbeast.blogspot.com/2019/02/die-trying.html" rel="nofollow">review</a>, each new character is created "lacking" something important. No one receives a neat package of interlocking abilities. Everyone is a mess of loose ends, and I think that's wonderful. Sometimes, just sometimes, you might end up with a demigod aasimar with 18+3 Charisma (that's a story for another time), but characters like that are <i>exactly</i> as rare as they should be. The other difference Die Trying has is:<br />
<br /></div>
<h3>
No levels.</h3>
<div>
No levels, and no experience points (as you'd know them). Instead, each seperate stat improves individually. Rolling a critical success, an enhanced critical failure (see below) or missing a check by one grants a checkmark next to that stat. Once you have the requisite amount, it improves. Defence can only be improved by acquiring better armour, and hitpoints improves every time you are <a href="http://www.bastionland.com/2016/05/active-survival-scars-and-afflictions.html" rel="nofollow">injured</a> or almost die, but apart from that, using an ability gives you a chance to improve it.</div>
<div>
<br /></div>
<div>
<sidenote> Enhanced critical failures also come from Owlbear Stew. Critical successes grant experience as-is, but critical failures do not. Instead, the DM produces a likely consequence of said crit fail, and the player has a choice: if they suggest something <i>worse</i> than the DM's idea, then they gain the experience. Otherwise, it's just a critical fail </sidenote></div>
<div>
<br /></div>
<div>
There are quite a few other ways to acquire these checkmarks, or Xs, and anyone that has read Owlbear Stew will recognise a few of them. Showing up to the session, being selected as the MVP, having had the most dramatic moment of the session, and being the character with the fewest Xs all grant an X anywhere on your character sheet. <i>Anywhere</i>. There are a few other, more important ways to acquire these free-floating Xs: oaths and ideas.</div>
<div>
<br /></div>
<div>
Swearing a binding oath in return for an XP reward is a long-standing and highly effective mechanic. It links players and NPCs together, brings interesting decisions to the forefront and forces some difficult choices. Importantly, breaking any oaths removes the possibility of swearing more until you atone. Your word is your bond, and people will just <i>know</i> if you are a scoundrel. You can still say the words... but they'll just ring hollow, and I like that.</div>
<div>
<br /></div>
<div>
Quote: Create a <i>unique</i>, <i>interesting</i>, <i>simple</i> and/or <i>effective</i> solution to a problem. This grants an X anywhere on the sheet. In my opinion, the above four traits are the hallmark of effective lateral thinking, and that is what the game is <i>about</i>. Is the game about combat? Then combat provides XP. Is the game about being sneaky and overcoming challenges and getting loot? Then gold recovered from dungeons provides XP. Is the game about making friends and enemies and exploring stories. Then... something provides XP, I'm not really sure, but the point stands. In Die Trying, the X system links back to my personal mantra of what it means to be OSR: Play The Damn Game!</div>
<div>
<br /></div>
<div>
One issue that stems from having stats improve according to their rate of being used, is that it can encourage players to roll dice when they don't need to, or preferably, be attempting to avoid them. As <a href="https://twogoblinsinatrenchcoat.blogspot.com/2019/01/moonhop-oddhack.html" rel="nofollow">Type1Ninja</a> puts it "good plans don't roll". However, compare the 15% chance of acquiring an X for rolling, with a 100% chance for having a good plan.</div>
<div>
<br /></div>
<div>
Another OSR issue - being able to place your Xs anywhere on the sheet might seem at first glance to allow "builds", with all the problems that entails. However... this hasn't seemed to be an issue in practice? Players will place Xs where they need them, and next to what parts of the game they are interested in. Some will shore-up weaknesses, others double-down on strengths, or merely try and twist my brain with their creative placement next to items, abilities, Trauma and peasant followers. One slight quibble is that free-flowing Xs acquired during combat can distract a player from the gameplay. An easy fix: if an X isn't placed within three seconds, leave it until the end of a session or in-game rest. </div>
<div>
<br /></div>
<div>
One particular design decision that I'll take far too long to talk about here was the Save mechanic. Saving throws were an invention that provided a second chance for heroes to survive almost certain death. Save is also the GLOG stat with the highest level cap, and starts the lowest. It is modified by Charisma, which has something interesting to say in terms of how the universe/destiny looks after those deemed "lucky" and "important". Hence, it more or less functions as a measure of how heroic a character is. In order to reinforce this, the Save stat in Die Trying is more difficult to acquire than other ordinary stats. There's no benefit for missing by one. Critical successes grant a permanent +1 to that specific <i>type</i> of save (Save vs. Fear, Mutation, Falling, In-Laws etc.) but not to the base stat. Instead, Xs to Save can be granted from:</div>
<div>
<ul>
<li>Clearing a small dungeon</li>
<li>Clearing a large dungeon floor</li>
<li>Saving the life of an ally</li>
<li>Funerals for dead allies</li>
<li>Going carousing</li>
<li>Per achievement on dead/retired characters</li>
</ul>
<div>
Save is a measure of heroism, and these are the things that are heroic in nature. If you were to use Die Trying for a <a href="https://tarsostheorem.blogspot.com/2019/01/sci-fi-die-try.html" rel="nofollow">different setting</a> you would change those to whatever behaviour was deemed to be that of "heroes".</div>
</div>
<div>
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-9V6wFuSBUbI/XGAHf9PwzNI/AAAAAAAAAbU/jh4pJiXTowskjgzIBxPwbREhugW7_qs1ACLcBGAs/s1600/chainsaw-saviour.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1132" height="320" src="https://1.bp.blogspot.com/-9V6wFuSBUbI/XGAHf9PwzNI/AAAAAAAAAbU/jh4pJiXTowskjgzIBxPwbREhugW7_qs1ACLcBGAs/s320/chainsaw-saviour.jpg" width="226" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">There was a funeral shortly after. Credit wr3cking8all</td></tr>
</tbody></table>
<br />
<h3>
Progression and Abilities</h3>
<div>
In short, Die Trying does not provide hard-and-fast rules for earning new abilities. However, remember that some Xs can be placed <i>anywhere</i> on your character sheet. If added to your race, consider allowing some race-as-class abilities. To your <i>name</i>? How wacky would <a href="https://whimsicalmountain.blogspot.com/2019/01/the-power-of-names.html" rel="nofollow">that be</a>? I've used them for reducing the sting of negative traits, but more importantly, allowing them to be used offensively. Combine two traits ad-hoc, then cement them with three Xs into a solid ability. <a href="http://goblinpunch.blogspot.com/2016/01/detaching-advancement-from-levels.html" rel="nofollow">Get beaten up, and learn that move to get revenge</a>. Slaying enemies and getting trained in combat is linked to the <a href="https://coinsandscrolls.blogspot.com/2017/06/osr-class-fighters.html" rel="nofollow">modified Notches system</a>. Players should always be able to discuss any particular abilities they want, and how they might go about finding them. Parties that complete major quests should immediately receive an ability linked to their recent endeavour. As Arnold K mentioned recently, "a character made out with a mermaid and now he can hold his breath for +2 rounds". That kind of stuff is good. Characters can teach other players their abilities using the new Haven system (post inbound), and I think that's just <i>cool</i>.</div>
<div>
<br /></div>
<div>
And finally, if all else fails, and there are three Xs sitting in the middle of a blank section of character sheet, you can always roll <a href="https://docs.google.com/spreadsheets/d/1akCkvyPqbBk_-l4iFKPE5ibbsuyaV0eTj2bJqSiaFKs/edit?usp=sharing">1d100000</a> and see what you get (table is 0.39% complete at time of writing. We can do it!)</div>
<div>
<br /></div>
<h3>
How it has gone</h3>
<div>
For the most part: pretty damn well. Characters have lived, breathed, strived, died and been rerolled. The instant character generation has played a good part in bringing vibrant, interesting characters to the forefront. The tension between the various "incomplete" characters has been intriguing and resulted in a lot of gameable moments. I haven't tried it with brand-new players yet, but I'm very excited (and somewhat nervous, considering how important it is) to see how that goes. I've also yet to see whether it can hold up over a longer campaign, though I believe that should help some of the quibbles and issues with abilities smooth out of the way.</div>
<div>
<br />
Let me know if you are interested in joining in as well! I'll be running playtests from now until- well, the end of time, probably!<br />
<br />
If you need a character sheet for meatspace play, <a href="https://drive.google.com/open?id=17q8kL4SkJ3oD38yRJUFtTPGSXlUoPIwN">this</a> is the one I'll be using in about two weeks time. I've found smaller sheets work better, to a point, and this has plenty of open space for weird X placement!<br />
<br />
<br />
<br />
* <i>"DIE TRYING is a transmedia storytelling project that blurs the line between platform and experience and transcends traditional narrative frames."</i> I mean, I'll take it!<br />
<br />
<h3>
26 Nov 2019: Die Trying v.2</h3>
</div>
<div>
Changes:</div>
<div>
<ul>
<li>Magic system overhauled, blogpost <strike>incoming</strike> <a href="https://meanderingbanter.blogspot.com/2019/11/weird-spells.html">here</a>, firmly built on <a href="http://www.paperspencils.com/spell-lists-stuck-here-are-some-magic-words/" rel="nofollow">magic words</a>. This is the big one.</li>
<ul>
<li>Wizards etc. now receive a number of magic words to create spells out of. They can do this from scratch, separating and combining words as needed</li>
<li>MD is always expended, unless it is imbued into an object</li>
<li>Magic users now have more flexibility, more potential power, less numbers to track, and less staying power</li>
<li>Spells are all arbitrated by the DM. Guidelines are included, will be expanded</li>
</ul>
<li>Ability stream-lining, particularly non-combat and clerical</li>
<li>Some equipment adjustment</li>
<li>Still to come: skills revamp and/or removal</li>
</ul>
</div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com15tag:blogger.com,1999:blog-5563086658557974847.post-71406708953297083442019-02-04T21:49:00.003-08:002019-06-07T06:33:54.383-07:00Domains, Altars, Statues and Runes<button onclick='selectRandomry5()'>New Domains</button><br>
<p id='outputTextry5'></p>
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Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com0tag:blogger.com,1999:blog-5563086658557974847.post-25380780864141555542019-01-28T22:09:00.001-08:002019-07-19T18:14:40.751-07:00Dungeon Vending Machines<button onclick="selectRandomSARGE()">SEARGENT TOUGHMUFFINS</button><br />
<div id="outputTextSARGE">
</div>
<br />
<br />
<button onclick="selectRandomDARREN()">DARREN'S DISCOUNT DIVINATORIES</button><br />
<div id="outputTextDARREN">
</div>
<br />
<br />
<button onclick="selectRandomPOTIONS()">ONE-HIT WONDERS</button><br />
<div id="outputTextPOTIONS">
</div>
<br />
<br />
<button onclick="selectRandomFLIGHT()">FLIGHT OF FANCY</button><br />
<div id="outputTextFLIGHT">
</div>
<br />
<br />
<button onclick="selectRandomBLESS()">PRAYER WHEEL</button> (donations only)<br />
<div id="outputTextBLESS">
</div>
<br />
<br />
<button onclick="selectRandomSCROLL()">SPELL-O-MATIC</button><br />
<div id="outputTextSCROLL">
</div>
<br />
<br />
<button onclick="selectRandomTECH()">QUIXOTIC QURIOSITIES</button><br />
<div id="outputTextTECH">
</div>
<br />
<br />
<button onclick="selectRandomIOUN()">GOT ROCKS?</button><br />
<div id="outputTextIOUN">
</div>
<br />
<br />
BLOOD BANK<br />
Cures injuries but inflicts curses<br />
<button onclick="selectRandomCURSE("a")">Minor injury</button><button onclick="selectRandomCURSE("b")">Major injury</button><br />
<div id="outputTextCURSE">
</div>
<br />
<br />
RUMOUR MILL <br />
Feed in gold or items, receive information<br />
<br />
BAUBLES GALORE<br />
Roll on Character Interestifier, doesn’t accept gold, only weirdness<br />
<br />
https://paperelemental.blogspot.com/2019/01/the-sting-shop.html
http://goblinpunch.blogspot.com/2015/01/arrows-of-zao.html
http://goblinpunch.blogspot.com/2016/05/the-perfect-potion-list.html
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function selectRandomCURSE(x){
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curseList.shuffle();
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}
function selectRandomBLESS(){
var blessList = ['Mighty Blessing of the Authority','Benevolent Blessing of the Authority','Penitent Blessing of the Authority','Blessing of Zulin the Prince of Air','Blessing of the Vampire Saint','Blessing of the Flame Gods','Blessing of the Desecrator','Blessing of the Storm','Blessing of the Bloodied One',['"Blessing" of the Eldritch Nightmare','Compact of the Forgotten King','Blessing of the Star Whisper','Blessing of the Faen','Deal with Your Devil','demon-in-a-can'][r(6)],'bottle of holy water','bag of holy salt','holy symbol','vial of sacred oil','three sticks of sacred incense','saintly relic '+[`(blood)`,`(bone)`,`(skin)`,`(flesh)`,`(hair)`,`(head)`,`(limb)`,`(organ)`,`(tongue)`,`(eye)`][r(10)],'augury','cure disease (may require quest)','break curse (requires quest)','exorcism (may require quest)','recieve quest (free)','daily bread (free)','smite foe','water to wine','hire paladin'];
blessList.shuffle();
document.getElementById('outputTextBLESS').innerHTML = blessList[0]+", "+blessList[1]+", "+blessList[2]+", "+blessList[3];
}
function selectRandomSCROLL(){
var scrollList = ["Accompaniment","Acid Arrow","Acute Quintessence","Adjust Metabolism","Alarm","Alberecht's Unreliable Disintegrator","Alter Disease","Alter Local Gravity","Alter Self","Animate Object","Animate Potion","Animate Powder","Anklecrusher","Armor of Ice","Astral Prison","Babble","Bartholomew's Pit","Battering Beam","Beard of the Fates","Beast Vision","Beatific Scrying","Beautify/Degrade","Become Delicious","Befuddle","Bend Fate","Bind Objects","Black Hand","Blink","Block Odour","Blood Jelly","Blue Magic","Body Swap","Booze Blast","Booze Boat","Bouyancy","Brain Swap","Brontlegrim's Grip","Buoyancy","Burning Hands","Burrow","Burrowing Bolt","Butterfly Hurricane","Cacophony","Calculate","Call to Demon","Call to Familiar Spirit","Capture Wind","Cascade of Power","Casmontiya's Pet","Catherine","Cause Wounds","Charm","Charm Animal","Charm Hairy Thing","Charm Person","Charm Spirit","Circle of Noise","Clairvoyance","Clarity","Clawing Shadows","Color Spray","Command","Command Coins","Command Plants","Command Undead","Compartmentalize Mixture","Cone of Dense Foam","Cone of Opiates","Conflicting Command","Confusion","Conjure Nightmare","Conjure Spirit","Consume","Control "+['Fire', 'Water', 'Earth', 'Air'][r(4)],"Control Hair","Corrupt Spell","Counterprayer","Counterspell","Create Homuncuili","Cube of Spell Splitting","Cure Poison","Cure Wounds","Curse","Cuspit's Swarm of Irritating Vermin","Dancing Lights","Darkness","Darkvision","Deafen","Death Mask","Death Scythe","Deja Reve","Delayed Noxious Odour Sphere","Dendrigraphy","Dessicate","Detect Gold","Detect Magic","Detect Poison","Detect Undead","Detect Water","Dimension Hop","Disconnect Limb","Disguise","Dispel Inhibitions","Dissolve","Dominate","Doom Song","Draw Heat","Dream Eater","Dream Leap","Dredge","Duelist's Wings","Earthquake","Eldritch Vigor","Elegant Judgement","Elevate Beast","Embed Memory","Embroider Deed","Enchant Improvised Weapon","Endure Elements","Enfeebling Sigil","Enlarge","Ensorcelled Object","Entangling Smoke","Enter Chaos","Eradicate Vermin","Escape","Everland's Perfectly Reproduceable Test","Excise Soul","Explode Alcohol","Explode Corpse","Extract Venom","Fabberton's Lucubration","Faerie Gold","False Facade","False Life","Fear","Feather Fall","Filch","Find the Path","Fire Breath","Fireball","Fireworks","Fishhook of Binding","Flesh to "+['Bone', 'Jelly', 'Mud', 'Stone', 'Blood', 'Light'][r(6)],"Flip Person","Floating Disk","Floral Salvage","Fly","Flying Syringe","Fog","Fold","Force Field","Forgettable Moment","Frenzy","Gaseous Form","Gelatinous Form","Geld Animal","Gentle Repose","Glamour of Servitude","Glorious Starburst","God Ear","Gossip","Gravity Shift","Grease","Greed","Gremlin","Hair Doll","Hair Growth","Hair Panic","Hammon's Arrow-Directing Lens","Hand of the Hound","Harmonise","Haste","Hearty Stew","Hell-bent","Heroic Leap","Heroism","Hex","Hide From Animals","Hide From Undead","Hone","Horsebane","Humoral Tinkering","Ice Breath","Ice-Bridge Step","Identify Owner","Ignite","Illusion","Inflict Appendage","Inflict Drunkenness","Inflict Insanity","Inflict Pain","Inflict Withdrawal","Insect Swarm","Invent Drug","Invisibility","Invisible Servant","Jet","Judgement","Knock","Lace","Lavin's Pathclearing Servant","Legulian's Potion Alloy","Lengthen Limbs","Lesser Disintegrate","Levitate","Liar's Fire","Lick","Light","Light's Own Scourge","Lightning Bolt","Link Objects","Liquefy Gold","Lizardbang's Versatile Containers","Locate Leyline","Locate Plant/Animal","Lock","Lock Joints","Loop of Cutting","Mage Armor","Magic Cramp","Magic Missile","Magic Mouth","Magnetise","Magnify","Mangling Blows","Manse","Masquerade","Mass Overdose","Massage","Master Ludwig's Guiding Lights","Melf's Minute Magnetism","Mending","Metal Chime","Mighty Lungs","Mighty Thews","Mind Labyrinth","Mind Reading","Miniature Sandstorm","Mirror Image","Mirror Item","Mirrorwalk","Monsterise","Moon Lust","Moustachio Toolio","Move Enchantment","Multielemental Spray","Mutate","Negasonic Ray","Obedient Stone","Objectify","Obliterate","Olfractory Revelation","Open Portal","Orbiting Spikes","Oxhold's Lament","Pacify","Package Neatly","Paper Automaton","Paralyze Bird","Patch","Pergaman's Synesthesia","Perilous Bridge","Phantasm","Phantom Limb","Phobia","Poison Spray","Polish","Power Word: Blind","Power Word: Deafen","Power Word: Death","Power Word: Silence","Powerful Presence","Pratfall","Prismatic Ray","Profitable Curse","Protection from Death","Protection from "+['Fire', 'Water', 'Earth', 'Air'][r(4)],"Protection from Spells","Psychometry","Pyre","Query","Raise Undead","Randomise Object","Ray of Warping","Read Fortune","Read Mind","Recombine","Reduce","Redwyn's Excellent Clamp","Reflection","Regeneration","Remove Bones","Repulsion","Resonating Command","Restoration","Reverse Gravity","Ritual Sacrifice","Roaring Flames","Roiling Polymorph","Rolling Spark","Rot","Symbol of Animation","Symbol of Destruction","Symbol of Light","Symbol of Metal","Symbol of Returning","Symbol of Revenge","Sanguine Elixir","Saw and Plane Tree","Scamper's Bouncing Sphere of Destruction","Scarecrow","Scorching Ray","Screaming Teeth","Sculpt","Scuttle","Scything Discs of Nog","Second Impression","See Invisible","Seek Treasure","Send to the Future","Serpents of the Earth","Shackle to the Earth","Shield","Shocking Grasp","Shove","Shrikeblast","Shrivel","Shuffle","Silent Signal","Sketch","Slam Portal","Sleep","Slow","Song of "+['Captivation', 'Courage', 'Silence', 'Life', 'Death', 'Sleep'][r(6)],"Sonorous Seeker","Sort Items","Space Hooks","Speak with "+["Animals","Body","Dead","Language","Trees","Metal"][r(6)],"Speak with "+['Fire', 'Water', 'Earth', 'Air'][r(4)],"Speak with "+["Locks","Shoes","Arrows","Blood","Roads","Spells","Teeth","Self","Spell","God","Stars","Universe","Light","Darkness","Memories","Dreams","Lust","Lies","Dave"][r(20)],"Spear of Light","Spider Climb","Spit Poison","Spite","Spitting Stone","Squelch","Stoneskin","Sturdy Circle in the Air","Suggestion","Summon Candles","Summon Cube","Summon Demon","Summon Idol","Summon Kobold","Summon Monkey","Summon Monster","Summon Outsider","Summon Party","Suspend Objects","Sword of Infamy","Sympathetic Resonance","Telekinesis","Teleport Substance","Tether","The Astrolger's Helper","The Automatic Marching Mule","The Creature Comforts of Tuttle Wren","The Magnificent Sponge","The Razor Spiral","Thicken Air","Thunderclap","Thurmond's Prolonged Bombardment","Tip of the Tongue","Torque","Transfer Exhaustion","Transmute "+materials(),"Transposition","Trifurcate Arms","Ulric's Beam of Blindness","Ulrich's Forceful Sigil","Ultralucent Paint","Unforgettable Moment","Uproot","Violently Depilate","Visualize Madness","Vivgraphy","Voice on the Wind","Wall of "+['Air', 'Earth', 'Fire', 'Water', 'Flesh', 'Metal', 'Wood'][r(6)],"Ward against "+['Living','Dead','Projectiles','Metal'][r(4)],"Warp Wood","Water Breathing","Water to Wine","Wave of Mutiliation","Web","Weightlessness","Weighty Sphere","Wellingbert's Obsessive Expertise","Wending Bolt","Wernher's Embafflement","Whirling Staff","White Hand","William's Fingerbreaker","Wind Scythe","Wine to Vodka","Wizard Vision","Woodbend",['Brown', 'Horrible', 'Impossible', 'Sawtooth', 'White'][r(6)]+" Noise","Quine"];
scrollList.shuffle();
document.getElementById('outputTextSCROLL').innerHTML = "Scroll of: "+scrollList[0]+", "+scrollList[1]+", "+scrollList[2]+", "+scrollList[3]+", "+scrollList[4]+", "+scrollList[5];
}
function selectRandomTECH(){
var techList = ['clockwork pistol','clockwork rifle','clockwork shotgun','clockwork grenade','repair item','fuse two items','dissassemble item','infuse item','install augment','rocket boots','laser','chainsaw','flamethrower','three scrap','three gizmos','clockwork core','autowinder','limb replacement'];
techList.shuffle();
document.getElementById('outputTextTECH').innerHTML = techList[0]+", "+techList[1]+", "+techList[2]+", "+techList[3];
}
function selectRandomIOUN(){
var out = '';
var iounEffects = [
'+1 STR','+1 DEX','+1 CON','+1 INT','+1 WIS','+1 CHA','+1 ATT','+1 DEF','+1 SAVE',
'+3 SAVE vs.'+['Spells','Mutation','Falling','Death','Burning','Traps','Exhaustion','Disease'][r(8)],
'advantage on STR check 1/day','advantage on DEX check 1/day','advantage on CON check 1/day',
'advantage on INT check 1/day','advantage on WIS check 1/day','advantage on CHA check 1/day',
'reroll any d20 1/day',
'extra attack 1/day',
'block three attacks',
'+1 MD, recharges like a wand',
'burning hands 1/day','create water 1/day','control wind 3/day','move earth 3/day',
'acid arrow 1/day','lightning bolt 1/day',
'glows like a candle',
'absorbs light',
'conjure illusion 5 rounds/day',
'transforms into weapon',
'project your thoughts at someone you can see',
'recharge any other daily ability 1/day',
'grants vision through the stone',
'forceful push 1/day, knocks back enemies or sends you flying',
'laser attack, 1d10, burns out on a 9-10',
'force barrier 1/day',
'pulsates and buzzes, highly distracting',
'hypnotic lightshow 1/day',
'illusory double 1/day',
'scouts next room 3/day',
'3-in-10 chance to unlock door, +1 per failed check then resets',
'short-range teleport 1/day',
'can carry things',
'knows things, 50% chance modified by rarity',
'summon guardian 1/week',
'CHA check to reflect spells, double effect if failed',
'WIS check to absorb spells, double effect if failed',
'mild precognition 1/day',
'acts as a crystal ball',
'increases hearing acuity',
'improves sense of smell',
'amplifies voice when active',
'beeps loudly in the presence of '+['orcs','undead','traps','treasure','demons','wizards'][r(6)],
'traps your soul if you die',
'50% chance to know any language, max two',
'patch a minor injury 1/day',
'counts, sorts, files and tabulates (great at taxes)'];
iounEffects.shuffle()
for (var i = 0; i < 3; i++) {
out += ['transluscent','speckled','twisting','deep','flickering','pulsing','spinning','','',''][r(10)]+' '+['red','orange','yellow','green','blue','pink','purple','black','white','clear'][r(10)]+' '+['cube','sphere','rod','star','rectangle','oval','rhomboid','prism'][r(8)]+', '+iounEffects.pop();
if(i==2) out += ', '+['dangerously unstable','playful and inquisitive','unrefined','gets bored easily','chipped','scratched'][r(6)];
out += "<br>";
}
document.getElementById('outputTextIOUN').innerHTML = out;
}
</script>Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com11tag:blogger.com,1999:blog-5563086658557974847.post-73694655363401726232019-01-25T20:31:00.001-08:002019-07-22T21:48:24.698-07:00Golems and Drones in the Chambers of GodYou'll find them tinkering away behind the scenes, trying to keep some semblance of order as the facility falls apart around them. The Manufacturing Sector on Floor Two has suffered a spectacular malfunction, and the main fuel stores are under the control of the Claw Cultists. They are a dying breed, struggling to repair themselves with limited knowledge and behavioural restrictions. You are a pest, an affront their attempts to right the world. Don't think of butchering them to make a mobile armoured tank powered by strange magic and occultum springs. <i>Don't even think about it</i>.<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-6fufIzrYk_Y/W5MySxb8rAI/AAAAAAAAAWA/F3cbWDjjvi44g7_h9YMIyLTK9QPKb4zkgCLcBGAs/s1600/steampunk_speudo_spider_robot_by_catherinetterings-d4q6c8p.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="900" height="213" src="https://3.bp.blogspot.com/-6fufIzrYk_Y/W5MySxb8rAI/AAAAAAAAAWA/F3cbWDjjvi44g7_h9YMIyLTK9QPKb4zkgCLcBGAs/s320/steampunk_speudo_spider_robot_by_catherinetterings-d4q6c8p.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.deviantart.com/catherinetterings/art/Steampunk-pseudo-Spider-Robot-285830521" rel="nofollow" target="_blank">Catherinette Rings</a></td></tr>
</tbody></table>
<h4>
0 HD (1 HP): Surveillance Spider</h4>
<div>
Appearance: scrap metal with legs, buzzing and clicking</div>
<div>
Wants: to know what you are doing, to alert other golems</div>
<div>
Armour: none</div>
<div>
Move: normal, can jump long distances</div>
<div>
Morale: low</div>
<div>
Damage: 1 spike, deals 1d6 damage if pulled out<br />
<br />
Tiny disposable spies. Hidden tunnels and hatches allow them to come and go as they please around the manufacturing and golem storage areas. If they see you taking things, breaking things or generally acting in an unauthorised manner, they will leap and latch on. Pulling the barbs out deals 1d6 damage, and breaking them off will leave metal spikes jammed into flesh, tick-like. Once attached, the spikes beep at ultrasonic frequencies, attracting Combat Drones and Military Golems, infuriating dogs and gnomes.<br />
<br />
They occasionally descend in swarms of 2 HD or more, dealing 1d6 damage to everything in it's area. A successful Defence check halves the damage and prevents them from latching on. Dead Surveillance Spiders don't contain a <i>ticky thing</i> or any scrap, just a 50% chance of recovering a <i>gizmo</i> from their tiny broken bodies.<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/008/626/025/large/jok-hwong-asset.jpg?1514033801" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="332" data-original-width="800" height="133" src="https://cdnb.artstation.com/p/assets/images/images/008/626/025/large/jok-hwong-asset.jpg?1514033801" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/m2zka" rel="nofollow" target="_blank">Jok Hwong</a></td></tr>
</tbody></table>
<h4>
1 HD: Repair Drone</h4>
<div>
Appearance: a toolkit with three legs, socket wrenches whirring menacingly</div>
<div>
Wants: to fix other golems, to stop you from breaking things</div>
<div>
Armour: as leather, none when repairing</div>
<div>
Move: normal</div>
<div>
Morale: high</div>
<div>
Damage: 1d6 spanner in the works, save or have a limb pinned / stuck<br />
<br />
Possess the mindset of a vengeful mechanic. Will descend in threes and fours, bolting and glue-gunning you to the floor while opening your face with a socket wrench. Can repair a damaged limb, reattach removed parts, put out fires or repair 1d6 HP as an action, but this will only take effect if they are still adjacent to their target and alive by the end of the current round.<br />
<br />
<br />
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/007/079/146/large/neil-blevins-spider-walker-a-rough.jpg?1503614692" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="654" data-original-width="800" height="261" src="https://cdna.artstation.com/p/assets/images/images/007/079/146/large/neil-blevins-spider-walker-a-rough.jpg?1503614692" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/qX24N" rel="nofollow" target="_blank">Neil Blevins</a></td></tr>
</tbody></table>
<h4>
2 HD: Combat Drone</h4>
<div>
Appearance: an ovoid with stubby legs, a single burning eye and four limbs ending with nasty claws</div>
<div>
Wants: MURDER</div>
<div>
Armour: as chain</div>
<div>
Move: wolf</div>
<div>
Morale: fight to the death, then a bit beyond</div>
<div>
Damage: 1d8 claws<br />
<br />
Released in hunting packs. Will always go for the biggest target, trying to knock them prone before swarming and cutting. Unless dropped to exactly 0 HP, will always <i>unspool</i> themselves out of sheer vindictiveness (see below). If either HD is rolled an 8, possesses one of the following attacks based on the result shown on the <i>other</i> HD:<br />
<br />
<ol>
<li>Electric whips (1d6+stun)</li>
<li>Flamethrower (1d6+ignite)</li>
<li>Chainsaw on an extra limb (2d4, both d4s explode on a 4)</li>
<li>Flechette launcher (1d4 in an area)</li>
<li>Poisoned claws (CON check or throw up)</li>
<li>Sonic distortion, save or deafened, casters will have an incredibly hard time concentration on spells</li>
<li>Grapple hook</li>
<li>Ablative shields</li>
</ol>
<div>
<br /></div>
<div>
<br /></div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/008/903/859/original/adriano-d-elia-cubello2.gif?1516020002" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="800" height="320" src="https://cdnb.artstation.com/p/assets/images/images/008/903/859/original/adriano-d-elia-cubello2.gif?1516020002" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/J6yJR" rel="nofollow" target="_blank">Adriano D'Elia</a></td></tr>
</tbody></table>
<h4>
3 HD: Construction Drone</h4>
<div>
Appearance: a brick of metal the size of a small table, tiny wheels, gouts of steam</div>
<div>
Wants: to put things where they are supposed to be</div>
<div>
Armour: as chain</div>
<div>
Move: slow, can't handle stairs</div>
<div>
Morale: grumpy</div>
<div>
Damage: 2d6 charge (-2 to hit), 1d12 grinder (automatically hits, only on targets beneath it)<br />
<br />
Construction Drones can be seen roaming the halls and caverns attempting to maintain the structure against the travails of entropy. Big blocks of metal, crunching up loose stone and disgorging rough slabs to seal up gaps and collapses. If it perceives a threat to the sanctity of it's construction site, it'll charge over and try and bash you down. Don't end up with one of these drones on top of you, they weigh half a ton and can chop you to pieces with a tool made for grinding up stone. If you see any reddish concrete slabs... you'll know where they came from.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/007/095/968/large/tien-y-fu-stark-c.jpg?1503643130" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="618" height="320" src="https://cdna.artstation.com/p/assets/images/images/007/095/968/large/tien-y-fu-stark-c.jpg?1503643130" width="247" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/NN2DJ" rel="nofollow" target="_blank">Tien Y Fu</a></td></tr>
</tbody></table>
<h4>
4 HD: Military Golem</h4>
<div>
Appearance: humanoid, exposed joints, multiple configurations</div>
<div>
Wants: to defend the facility, to protect other golems</div>
<div>
Armour: as chain (usually)</div>
<div>
Move: normal</div>
<div>
Morale: high</div>
<div>
Damage: Two attacks per round, as weapon or 1d4 fist<br />
<br />
Where the combat drones are disposable, the military golems are versatile and modular, designed to accept a tremendous variety of parts. For instance, heavily injured golems can receive "donations" of extra limbs in order to return to more secure areas.<br />
<br />
Military Golems are sentient, as opposed to instinctive lower-caste drones, due to the addition of <i>thinktubes</i> (see below). Over time, Military Golems develop something akin to a personality, as well as significant divergence from the standard humanoid layout. Sometimes, these strange golems can travel into the wider world, consuming coal and wood to wind their mainspring. Observing. Learning. Changing. Sometimes, these advancements are <a href="http://willsaveworldforgold.com/?p=2567" rel="nofollow" target="_blank">rewarded</a>.<br />
<ul>
</ul>
<div>
Unique configurations:</div>
<div>
<ul>
<li><b>Boxbot</b>, possesses a second pair of arms. Two attacks at 2d4 each. Weapon attacks that miss can be automatically grabbed by a spare arm, lowering damage by 1d4 until dropped.</li>
<li><b>Nightmare</b>, has had it's head removed, neck-hole sealed with scrap metal and a ring of motion-sensors in place of eyes. Insane, will follow commands of any other golem though. Still possesses the dual railgun-arms (1d10 bludgeoning damage each), fires at the end of each round.</li>
<li><b>Monster</b>, left leg ends in a slaved Combat Drone, right arm is a saw-blade (3d4, 4s explode), chest cavity is a mess of grinding blades (grappled targets take 1d20 damage)</li>
</ul>
</div>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/005/984/400/large/matthew-hore-dark-metal.jpg?1495178867" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdna.artstation.com/p/assets/images/images/005/984/400/large/matthew-hore-dark-metal.jpg?1495178867" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/4BZgW" rel="nofollow" target="_blank">Mathew Hore</a></td></tr>
</tbody></table>
<h4>
5 HD: Greeter Golem / 7 HD: Display Model Golem</h4>
<div>
Appearance: see above. Display Models are silver and obnoxious</div>
<div>
Wants: to inform, observe and dissuade miscreants</div>
<div>
Armour: as plate</div>
<div>
Move: sedate</div>
<div>
Morale: moderate</div>
<div>
Damage: Two attackers per round, 1d6 pummel, throw or grab, 2d6 stomp on prone targets. Additional 2d6 against grappled targets that struggle (take an action)<br />
<br />
The Greeter Golems scattered around Floor One are a combination bouncer, bodyguard, tour-guide and informative panel, presented in the form of an idealised Adonis. Compared to the clunky, practical Military Golems, Greeter Golems are awash with sculpted abs and chiselled jawlines, and possess robust, hydraulic... fingers. Their highly-constrained social interaction protocols have gone sour over the decades, and will rapidly respond with balletic violence to perceived intruders. They will attempt to pin or immobilise close-combatants, before using them to bludgeon others. Their joints all have complete rotation capabilities, and they will aim to restrain and detain rather than kill. If one gets you in an armlock and they tell you to stop struggling before it breaks you, <i>it is telling the truth</i>.<br />
<br />
The Display Model Golems found on lower levels combine the grace and finesse of the Greeter Golems with the brute strength of the Military versions. The Greeter Golems are steel grey, with well-made but obvious seams on each joint. Display Model Golems are a smooth silver, seemingly hewn from one impossible flexible sheet of metal. Their larger <i>ticky things</i> allow them to move at a considerable clip even with the heavy armour plating and aesthetic exteriors (7HD, defence as plate and shield), but will always explode when killed. They also possess internal railguns (1d10), acid-projectors (1d6 per round, save ends) and laser eyes (save or ignite). By default, Display Model Golems will introduce themselves, offer themselves for sale at ludicrous prices (in excess of 100 gold per week), before commencing a demonstration of the capabilities on nearby volunteers. That is, everyone in the room. They will never use the same attack more than once, preferring flashy manoeuvres and flips.</div>
</div>
</div>
</div>
<br />
<h3>
So, you've opened up a golem...</h3>
<div>
The first things you'll notice will be the <i>ticky thing</i> and the <i>hot boy,</i> if it has one. The ticky thing is the beating heart of the golem, and acts as a combination gearbox and battery. It contains an Occultum-Tin mainspring under enough tension to cut through stone if released all at once. This process is known as <i>unspooling.</i> If you have seen something unspool before, you must Save vs Fear to not do the logical thing when you hear the noise i.e. run. Critically hit or slain golems have a HD-in-8 chance of having their ticky thing cracked. Those nearby will be able to hear the regular sound begin to speed up, eventually turning into a furious buzz. 1d2 rounds later, the ticky thing will explode in a random direction, dealing 1d20 damage (2d20 with 3HD or more) to everything in a 30ft line (save negates). A Repair Golem can hear a damaged ticky thing a mile away, and also knows how to trip the outlet gear.</div>
<div>
<br /></div>
<div>
Constructor Drones and larger Military Golems possess a hot boy, an internal <a href="https://udan-adan.blogspot.com/2015/07/clockwork-marvels-1-basics.html" rel="nofollow" target="_blank">autowinder</a>. These are messy, hungry, and never used with golems that don't have armour plating, for good reason. Unless there's a need for heavy lifting or travel away from the winding stations for several days, it's far too risky having the volatile heat-engine next to expensive occultum mechanisms.</div>
<div>
<br /></div>
<div>
Larger golem corpses might also contain a <i>clank</i>, a <i>spinning bit</i>, 1d4 extra <i>gizmos</i>, and a number of scrap equal to the HD. You figure out what to do with them. They're important, but not particular specified.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://d2t1xqejof9utc.cloudfront.net/screenshots/pics/ac45958e942dcfa5221b2e202b4f9a2c/large.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="480" data-original-width="640" height="240" src="https://d2t1xqejof9utc.cloudfront.net/screenshots/pics/ac45958e942dcfa5221b2e202b4f9a2c/large.gif" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">To do: Figure out what to do with this thing. Credit <a href="https://grabcad.com/library/gorgon-steam-engine-1" rel="nofollow">Inspire</a></td></tr>
</tbody></table>
<br /></div>
<div>
<br /></div>
<div>
All golems contain a <i>greeble</i>, a lump of impure occultum with magically significant nodes. The size of the greeble determines how many different behavioural patterns the golem can undertake, as well as very basic instructions. It does not have much memory capabilities, as far as we know. If you repair a Combat Drone and set it free, it'll still try and cut you to pieces the next time it sees you unless you've physically replaced parts of the greeble. Only the <i>thinktubes</i> of a higher order golem (4HD+) are capable of abstract thought, memory and <strike>love</strike> simulated emotions. </div>
<div>
<br /></div>
<div>
Thinktubes were the end result of years of elvish experimentation. In order to simulate thought, the occultum runes had to rewrite themselves <i>while being cast</i>. Solid runic mechanisms would take longer than the age of the observable universe in order to react to basic questions. Advances in liquid occultum engineering showed exponential improvement, but would still take years to return answers to profound theological problems. Thinktubes are full of some kind of gaseous occultum alloy, a bizarre non-material that can react to autonomous runic changes fast enough to accurately simulate thoughts. The only caveat is that they can only store memories and thoughts while remaining powered. If the final backup power-supply just deep inside a golem brain runs down completely, any personality or memories will be erased when started up again. There are simple recording devices within each eye, but for a sentient golem, death exists, and it is but a <a href="http://www.lightspeedmagazine.com/fiction/exhalation/" rel="nofollow">clock's tick away...</a></div>
<div>
<b><br /></b></div>
<br /></div>
Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com1tag:blogger.com,1999:blog-5563086658557974847.post-49950502466083957402019-01-01T01:39:00.002-08:002019-04-10T20:31:00.602-07:00North-West Marches - Travel Rules<html>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/014/770/662/large/eric-j-fitch-pathway-fitchishere-01.jpg?1545391575" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="430" data-original-width="800" height="215" src="https://cdna.artstation.com/p/assets/images/images/014/770/662/large/eric-j-fitch-pathway-fitchishere-01.jpg?1545391575" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/Jlrl2m" rel="nofollow">Eric J Fitch</a></td></tr>
</tbody></table>
<h3>
</h3>
<h3>
Hex generation</h3>
<div>
For each newly viewed hex, roll on the following table twice and combine the results. If you roll doubles then the location is a much larger <i>Zone</i>:</div>
<div>
<ol>
<li>Plains (no zone)</li>
<li>Dry (<i>Desert</i>)</li>
<li>Forest (<i>Jungle</i>)</li>
<li>Hills (<i>Mountain Range</i>)</li>
<li>Wet (<i>Coast</i>)</li>
<li>Weird (no zone)</li>
</ol>
<div>
Zones are an unspecified size, but usually span four or more hexes. If it makes sense while in a Zone, roll 1d6 on the list above combined with the original Zone roll. The "Weird" result is to be interpreted however you like, though some possibilities can be found below. This method is best used at the table, rather than for proper map generation. Fudge lots. Reroll boring/unintuitive/nonsensical results. </div>
</div>
<div>
<br /></div>
<div>
<u>Examples (not definitive):</u></div>
<div>
<div>
Wet + Dry = Swamp</div>
<div>
Wet + Plains = River</div>
<div>
Mountain + Weird = <a href="http://goblinpunch.blogspot.com/2015/12/dragon-cult-barbarians.html" rel="nofollow">Draconic Desolation</a></div>
<div>
Weird + Weird = <a href="http://city-of-brass.org/GeographicWondersE.pdf" rel="nofollow">Geographic Wonder</a></div>
<div>
Weird + Plains = Hex Feature (see below) is obvious</div>
<div>
Weird + [other] = Haunted/Blessed/Twisted/Alive/Distorted/Colourful</div>
</div>
<div>
<br />
<a name='more'></a><br /></div>
<h3>
Travel</h3>
<div>
Parties can travel two hexes per day (once in the morning, once in the afternoon), modified by the options below. Some options also change the results of the Exploration table (all caps)</div>
<div>
<i>Forage</i> starts at Wisdom-4 each morning.</div>
<div>
If you didn't roll it yesterday, or it feels right, roll once on Weather (see below).</div>
<div>
<br /></div>
<div>
Options:</div>
<div>
<div>
+1 if you <u>Rush</u>, -4 Forage, changing 6. FEATURE into 6. HAZARD (if this is a new hex) or RESOURCE DRAIN (if this is a familiar hex) and losing Surprise</div>
<div>
+1 if you <u>Soldier On</u>, incurring Resource Drain</div>
<div>
-1 if you <u>Scout</u>, +4 Forage, changing 5. HAZARD into 5. HAZARD+FEATURE and gaining Surprise </div>
<div>
-1 if you <u>Hunt</u>, +8 Forage</div>
<div>
<br /></div>
<div>
Modifiers (max of +1 per hex, additional bonus removes exploration die):</div>
<div>
+1 if everyone is mounted</div>
<div>
+1 if there is a Road</div>
<div>
+1 if the terrain is Familiar</div>
<div>
-1 in Terrible Conditions (mountainous, stormy, swampy)</div>
<div>
-1 if anyone is Encumbered, Crippled or Lame and not mounted</div>
</div>
<div>
<br /></div>
<div>
<div>
Foraging:</div>
<div>
Each traveller rolls at the end of the day. If you roll under, then you found one ration while travelling. If everyone fails, you are out of water for the next day. No food within X hexes of town (X = 0, increases with development), no water in deserts. If you roll under half, find an extra 1d4 rations. If you roll a crit, find an extra 4 rations, or a Strange Herb (link to be added).<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/014/804/997/large/travis-m-couch-03web.jpg?1545598807" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="304" data-original-width="800" height="241" src="https://cdnb.artstation.com/p/assets/images/images/014/804/997/large/travis-m-couch-03web.jpg?1545598807" width="100%" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/1nN4Wo" rel="nofollow">Travis Couch</a></td></tr>
</tbody></table>
<br /></div>
</div>
<h3>
Exploration</h3>
<div>
Every time you enter a hex, roll 1d6:</div>
<div>
<ol>
<li>ENCOUNTER</li>
<li>TRACES</li>
<li>WEATHER</li>
<li>RESOURCE DRAIN</li>
<li>HAZARD</li>
<li>FEATURE</li>
</ol>
<div>
If the party is <u>Rushing</u> then #6 becomes either HAZARD or RESOURCE DRAIN if the hex is new or familiar. If the party is <u>Scouting</u> then #5 becomes HAZARD+FEATURE.<br />
<br /></div>
</div>
<h4>
Encounter</h4>
<div>
Ideally, each type of hex would have it's own random encounter table. But that might not be feasible on short notice, and that is what this method is all about!</div>
<div>
<ol>
<li><a href="http://www.paperspencils.com/structuring-encounter-tables/" rel="nofollow">Recurring Characters</a> (anyone you've met and then left again, heard about or are looking for. Villains and allies and everything in between should go on this list)</li>
<li>Faction A (something you'd expect to see here)</li>
<li>Faction A+ (as above, but worse. More numerous, tactically minded or with strange powers)</li>
<li>Faction B (something unexpected, likely wanderers from a different hex)</li>
<li>Solo (an individual, strange and obscure. Orthogonally powerful)</li>
<li>Boss (something individually very dangerous. Might have a retinue)</li>
</ol>
<div>
Yes, this is a <a href="http://www.bastionland.com/2018/06/small-tables.html" rel="nofollow">Small Table</a><br />
<br /></div>
</div>
<h4>
Traces</h4>
<div>
If you keep doing <i>whatever it is </i>you are doing, then roll 1d6 on the table below. If you do anything else, don't. If you are travelling in a straight line, it is simple to veer of course and avoid whatever it might've been rustling in the bushes. If it wasn't easy, then see above. If you are being chased, that's another matter, as finding a new course while in full flight is challenging. If you are camping and roll Traces, then it's up to you whether you wait it out or pack up.</div>
<div>
<ol>
<li>Encounter surprises the party</li>
<li>Party surprises an encounter</li>
<li>Hazard</li>
<li>Hazard+Feature</li>
<li>Encounter+Treasure</li>
<li>Treasure</li>
</ol>
<h4>
</h4>
<h4>
Weather</h4>
</div>
<div>
If you have a Ranger with you, then this is also Traces. Roll 1d20 if it is currently sunny, 1d12 if it is raining:</div>
<div>
Seven or more = Sunny<br />
Six or less = Rain</div>
<div>
1 = <a href="http://goblinpunch.blogspot.com/2012/11/noxious-weather.html" rel="nofollow">Weird Weather</a></div>
<div>
<br />
If you are in a desert, replace rain with dust-storm, or roll 2d20 instead of 1d20 and 1d8 instead of 1d12.</div>
<h4>
Resource Drain</h4>
Whenever Resource Drain is rolled, it effects either the Leader (INT/2 check negates), the Loser (no save) or Everyone (CON check negates).<br />
Whatever the case, roll 1d8 and 1d4.
<br />
<br />
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<th>1</th>
<td colspan="4">Fatigue fills an inventory slot</td>
</tr>
<tr>
<th>2</th>
<td colspan="4">1d4/2 Fatigue</td>
</tr>
<tr>
</tr>
<tr>
<th>3</th>
<td colspan="4">1d4 Mud fills inventory slots</td>
</tr>
<tr>
<th>4</th>
<td colspan="4">Choose between 1d4 Mud, 1d4 Hunger or 1d4 Thirst</td>
</tr>
<tr>
<th>1d4:</th>
<td>1</td>
<td>2</td>
<td>3</td>
<td>4</td>
</tr>
<tr>
<th>5 - Baggage</th>
<td>Hunger</td>
<td>Thirst</td>
<td>Exposure</td>
<td>Homesickness</td>
</tr>
<tr>
<th>6 - Lose</th>
<td>Random item</td>
<td>1d6 HP</td>
<td>-1 Morale</td>
<td>Your bearings (-1 hex/day till you find landmark)</td>
</tr>
<tr>
<th>7 - Gain</th>
<td>1 Trauma</td>
<td>Minor leg injury</td>
<td>+1 Death Dice</td>
<td>Random disease threatens</td>
</tr>
<tr>
<th>8 - Bad Luck</th>
<td>Fail next save</td>
<td>Ill omen</td>
<td>Minor curse threatens</td>
<td>Lose all rations/weapons</td>
</tr>
</tbody></table>
<br />
<h4>
Hazard</h4>
<div>
Roll twice on the following <a href="http://www.bastionland.com/2017/11/electric-modernity-and-spark-tables.html" rel="nofollow">spark table</a> and combine. Saves might negate, Defence may apply. It may end up being a stationary encounter.</div>
<div>
<ol>
<li>Slippery</li>
<li>Poisonous</li>
<li>Mobile Plants</li>
<li>Sticky</li>
<li>Sharp</li>
<li>Heavy</li>
<li>Disease</li>
<li>Bugs</li>
<li>Fungal</li>
<li>Trapped gasses</li>
<li>Hidden</li>
<li>Hole</li>
<li>Cliff</li>
<li>Fragile</li>
<li>Soft</li>
<li>Cramped</li>
<li>Shifting</li>
<li>Water</li>
<li>Symbol</li>
<li>Cursed </li>
</ol>
</div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://cdnb.artstation.com/p/assets/images/images/014/534/957/large/daniel-zrom-danielzrom-paradiselost-mothermigo.jpg?1544387364" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="566" height="400" src="https://cdnb.artstation.com/p/assets/images/images/014/534/957/large/daniel-zrom-danielzrom-paradiselost-mothermigo.jpg?1544387364" width="282" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Credit <a href="https://www.artstation.com/artwork/XBg33y" rel="nofollow">Daniel Zrom</a></td></tr>
</tbody></table>
<h4>
<br />
Feature</h4>
<div>
Everything else. Standing stones, haunted caves, lairs and buildings, and one of the dozens of proper dungeons you have as PDFs and have never run. This is my list, but collate your own for best results. 1d6 and 1d4 for most cases:<br />
<br />
1. Interactable <button onclick="newTheme()">Generate Theme</button>
<br />
<div id="interactableTheme">
</div>
<br />
<ol>
<li>Standing Stones/Altar</li>
<li>Statue</li>
<li>Fountain</li>
<li>Shrine</li>
</ol>
<br />
2. Remains<br />
<ol>
<li>Road (leads 2d6 hexes to one thing and 1d6 hexes to another. Easily broken</li>
<li>Village</li>
<li>Gigantic Monster Corpse</li>
<li>Hell Train (spaceship other times)</li>
</ol>
<br />
3. Building<br />
<ol>
<li>Witches hut</li>
<li>Made of tree/giant mushroom etc.</li>
<li>Hunting lodge</li>
<li>Forgotten Fortress</li>
</ol>
<br />
4. Monster Lair<br />
<ol>
<li>MONSTROUS (goblin, kobold, orc, minotaur etc)</li>
<li>BEAST </li>
<li>UNDEAD</li>
<li><a href="https://graverobbersguide.blogspot.com/2018/10/the-witchs-list-adventure.html" rel="nofollow">OCCULT</a></li>
</ol>
<br />
5. Microdungeon<br />
<ol>
<li><a href="http://melancholiesandmirth.blogspot.com/2018/06/abandoned-mines-above-caverns.html" rel="nofollow">Abandoned Mineshaft</a></li>
<li>Wizard Tower</li>
<li><a href="http://meanderingbanter.blogspot.com/2018/07/">Haunted Crypt</a></li>
<li>Ancient Temple</li>
</ol>
<br />
6. Actual Dungeon<br />
<ol>
<li><a href="http://goblinpunch.blogspot.com/2014/02/random-wizard-tower-is-90-complete.html" rel="nofollow">Spire of Righteous Verticality</a></li>
<li><a href="http://blog.trilemma.com/2014/03/tannoch-rest-of-kings.html" rel="nofollow">Tannoch Rest-of-Kings</a></li>
<li><a href="http://blog.trilemma.com/2016/04/the-sky-blind-spire.html" rel="nofollow">Sky-Blind Spire</a></li>
<li><a href="https://blog.trilemma.com/2018/08/his-eternal-progress.html" rel="nofollow">His Eternal Progress</a></li>
<li><a href="https://blog.trilemma.com/2015/09/the-full-dark-stone.html">Full-Dark Stone</a></li>
<li><a href="https://blog.trilemma.com/2014/12/a-litany-of-scratches.html" rel="nofollow">Litany In Scratches</a></li>
<li><a href="https://blog.trilemma.com/2018/12/the-man-from-before.html" rel="nofollow">Man From Before</a></li>
<li><a href="http://blog.trilemma.com/2017/07/the-halls-untoward.html" rel="nofollow">Halls Untoward</a></li>
<li><a href="http://ludusludorum.com/2015/05/29/a-winning-one-page-dungeon/" rel="nofollow">A Stolen Song</a></li>
<li><a href="http://dungeoncontest.blogspot.com/2018/05/one-thing-quest-for-murder-sword.html" rel="nofollow">Quest for the Murder Sword</a></li>
<li><a href="https://rpggeek.com/rpgitem/252777/bartizan-blood-egg" rel="nofollow">Bartizan of the Blood Egg</a></li>
<li><a href="http://tenfootpolemic.blogspot.com/2014/01/rune-magic-3-rune-dungeon_15.html" rel="nofollow">Rune Dungeon</a></li>
<li><a href="http://furtivegoblingaming.blogspot.com/2017/07/at-edge-of-axebitten-woods.html" rel="nofollow">Axebite Woods</a></li>
<li><a href="http://cavegirlgames.blogspot.com/2018/03/now-on-sale-gardens-of-ynn.html" rel="nofollow">Gardens of Ynn</a></li>
<li><a href="https://www.drivethrurpg.com/product/195785/Maze-of-the-Blue-Medusa-o-Deluxe-PDF" rel="nofollow">Maze of the Blue Medusa</a></li>
<li><a href="http://cavegirlgames.blogspot.com/2018/10/the-stygian-library-finished.html" rel="nofollow">Stygian Library</a></li>
<li><a href="http://www.lotfp.com/store/index.php?route=product/product&product_id=236" rel="nofollow">Broodmother Skyfortress</a></li>
<li><a href="https://coinsandscrolls.blogspot.com/2018/07/osr-mysterious-menagerie-of-doctor.html">Menagerie of Doctor Boros</a></li>
<li><a href="https://www.drivethrurpg.com/product/63592/Death-Frost-Doom" rel="nofollow">Death Frost Doom</a></li>
<li>Chambers of God (this one is mine, <a href="http://meanderingbanter.blogspot.com/2018/09/mat-magnificent-vs-dervish-of-war.html">here's</a> a teaser)</li>
</ol>
<br />
<h4>
Treasure</h4>
</div>
<div>
What we are all here for. 1d4+1d8, or on whichever table makes the most sense at the moment.</div>
<div>
<br /></div>
<div>
<div>
1. Natural</div>
<div>
<ol>
<li>Chunk of impure gold</li>
<li>Pungent perfume</li>
<li>Addictive plants</li>
<li>Naphtha</li>
<li>Poisonous mushroom</li>
<li>Amber with extinct critters trapped inside</li>
<li>Valuable intact horns</li>
<li>Spider silk</li>
</ol>
</div>
<div>
2. Mundane</div>
<div>
<ol>
<li>Grease, rope and ball-bearings in a filthy, useful pile</li>
<li>Jars of bleach</li>
<li>Fireworks</li>
<li>Grandfather Clock</li>
<li>Wheelbarrow full of farming equipment</li>
<li>Large glass mirror</li>
<li>Ten-foot tongs, sturdy and counterweighted</li>
<li>Comfortable boots full of counterfeit coins</li>
</ol>
</div>
<div>
3. Magical</div>
<div>
<ol>
<li>Hair-growth potion (my players were looking for this specifically, change to whatever they want most)</li>
<li>Treasure map! 10 hexes in a random direction</li>
<li>Pouch of Holding</li>
<li>Talking weapon</li>
<li>Rod of Mutagenic Healing</li>
<li>Solar-powered blasting crystal (melee only)</li>
<li>Magical ore, useful for making shiny weapons</li>
<li>Deck of Many OSR Things (link to come)</li>
</ol>
</div>
<div>
4. Weird</div>
<div>
<ol>
<li>Melty gewgaw, glows a bit, obliterates on touch</li>
<li>It were a glass tank, but there were a child in it, 'cept the child ain't human, if you know what I mean, it had seven eyes and told me how I would die without moving its mouth</li>
<li>It were a diamond, but with more sides, and the air around it was all bendy y'see, and every time I'd go near it I'd get all dizzy and throw up these little bug things</li>
<li>Little black glass rectangle glowin and talkin at me, tellin me 'bout the weather</li>
<li>Spinning death things that beg and plead for hair and eyes teeth tongues then kill the owner</li>
<li>Squelching black tar in a barrel</li>
<li>Can’t see it, can’t smell it, touch it, taste it, hear it, but it’s there, any any attempt to determine anything about it deals Trauma damage. Fills 1d4 Inventory (roll each day)</li>
<li>A slowly dissolving clone of… you</li>
</ol>
</div>
</div>
<div>
And that's it!</div>
<div>
<br /></div>
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Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com5tag:blogger.com,1999:blog-5563086658557974847.post-28773331898783760022018-12-18T01:03:00.000-08:002018-12-30T04:03:23.089-08:00North-West Marches - Maps and SketchesSo, I've been slack on my session reports. Nominally, this is because I've been leaving them open for players to complete for experience. In practice... yeah. At any rate, Grendel, the Gnomish <strike>Barbarian</strike> Pacifist, has been producing these lovely sketches <i>during</i> the sessions, which are quite an achievement. I'll leave them up to interpretation.<br />
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<a href="https://1.bp.blogspot.com/-HMoNr7iSOuQ/XBi1Jfz8eeI/AAAAAAAAAZ4/zvqw9XVm8UQgOUcSN-SC6sgGApReLPRCQCLcBGAs/s1600/Session%2B%253F%2BImage.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="640" src="https://1.bp.blogspot.com/-HMoNr7iSOuQ/XBi1Jfz8eeI/AAAAAAAAAZ4/zvqw9XVm8UQgOUcSN-SC6sgGApReLPRCQCLcBGAs/s640/Session%2B%253F%2BImage.jpg" width=100% max-height:auto/></a></div>
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<a href="https://2.bp.blogspot.com/-kh-HGnNzpGk/XBi1Jf6vRFI/AAAAAAAAAZ0/wq3yvW3awRI-8CtqeSKhXB5yOrVNeiPLwCLcBGAs/s1600/Session%2B7%2BImage.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://2.bp.blogspot.com/-kh-HGnNzpGk/XBi1Jf6vRFI/AAAAAAAAAZ0/wq3yvW3awRI-8CtqeSKhXB5yOrVNeiPLwCLcBGAs/s640/Session%2B7%2BImage.jpg" width=100% max-height:auto /></a></div>
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In addition, the map as it currently stands. They've travelled a long way!<br />
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<a href="https://3.bp.blogspot.com/-NM8Dh9RFeK0/XBi1JcFR06I/AAAAAAAAAZw/pgJ9eBnFoMsMo7RUuCUu4WTvQTHnJ3OzwCLcBGAs/s1600/IMG_3188.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="480" src="https://3.bp.blogspot.com/-NM8Dh9RFeK0/XBi1JcFR06I/AAAAAAAAAZw/pgJ9eBnFoMsMo7RUuCUu4WTvQTHnJ3OzwCLcBGAs/s640/IMG_3188.JPG" width=100% max-height:auto /></a></div>
<br />Spwackhttp://www.blogger.com/profile/07247063374457045751noreply@blogger.com6