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Wednesday, January 23, 2019

The Paladin and the Ranger

Two more classes for my homebrew gloghack, Mimics & Miscreants! I've been sitting on the ranger for a while, but the paladin is all-new. Peruse at your own peril!


The Paladin
Related image
And you shall know no fear.


Paladin A: Consecrated Weapon, Detect Heresy, d8 HD

Paladin B: Divine Rituals, Holy Mount, 1 Miracle, +d8 HD

Paladin C: Not Finished Yet, +1 Miracle, +d8 HD

Paladin D: True Believer, +1 Miracle, +d8 HD

Consecrated Weapon: Pick a Cleric Domain. While you’re wielding a consecrated weapon, for each command you are following when you make an attack, you can add one of the following effects to your attack:
1. Smite: Step up damage die
2. Divine Guidance: Negate disadvantage
3. Holy Warrior: Treat attack as having an applicable Fighting Style from the Fighter list
4. Aura of Fear: If you hit, enemy must save vs. fleeing for d(level) turns
5. Savior: If you hit, target focuses on attacking you next turn.
6. Sinseer: If you hit, instantly fully Detect Heresy on the target.

Detect Heresy: By meditating in a location for 10 minutes, you can feel the presence of heretical deeds, that contravene the commandments of your domain. Every additional 10 minutes you spend gives you another piece of information:
- Specific commands violated
- Precise location of heresy in location
- Detect heresies up to 24 hours ago

Divine Rituals: You can invoke Miracles as a Cleric, but you require 10 minutes of uninterrupted prayer and holy rituals to do so.

Holy Mount: With 10 minutes of prayer and ritual, you can summon your divine mount, which takes the form of an animal associated with your Domain. It obeys your commands unquestioningly and it is large enough to ride. You can dismiss it at any time. If it dies, you cannot summon it again for a week. It doesn’t need food, water, or sleep.

Not Finished Yet: When you would take a fatal blow, you can return to life empowered by divinity until your current adventure is concluded. You heal all wounds and roll HP as if you had just completed a daily rest. When your adventure ends, or when you take an action that directly contravenes your Domain’s commands, you pass on immediately.

True Believer: You can invoke Miracles as part of a weapon attack. You still need to be obeying Commands to do so.

Equipment
Paladin A: Chain shirt, chain legs, light shield, holy symbol, holy book, consecrated weapon of choice
Paladin B: Breastplate OR platelegs, heavy shield, random consecrated weapon

Skills (d3): Divine Will, Law, Tactics


The Ranger

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Every day is a new frontier, over every hill there's a new adventure. You're prepared for all of them. 

Ranger A: Advantageous Terrain, Loyal Companion

Ranger B: Hated Foe, Pragmatic Survivalist, +1 Terrain, +1 random class skill

Ranger C: +1 Terrain, +1 Foe, +1 Style or Cut or Spell or Miracle, +d6 HD, +1 random class skill

Ranger D: +1 Terrain, +1 Foe, +2 Styles or Cuts or Spells or Miracles in any combination, +1 random class skill

Advantageous Terrain: Pick a terrain when you get this feature. When a fight breaks out in your chosen terrain, you can add plausible terrain features. In addition, while travelling in this terrain, you can reroll one die (weather, encounter, combat, or other) per turn.

Loyal Companion: You have a mundane animal pet (HD = level) that is loyal to you and only you. You two can understand each other perfectly. It will do anything for you, even putting itself in harm's way. It levels up with you and gains HD and thematic abilities.

Pragmatic Survivalist: You have a Fighting Style from the Fighter or Adept lists, know how to prepare a Cut from the Butcher list, can cast a Spell from a Wizard list of your choice, and a Miracle from a Cleric domain of your choice.

Hated Foe: Pick an enemy type. You have +1 attack and +1 damage against them and can track them through any terrain.

Equipment
Ranger A: Leather shirt and pants, bow w/ 20 arrows OR crossbow w/ 10 bolts, melee weapon of choice, animal feed, 3 rations, flint and steel, tinderbox, bedroll, dagger
Ranger B: Tent, spyglass, cartography tools, parchment

Skills (d10)
1. Herbologist
2. Cook
3. Cartographer
4. Animal Handler
5. Hunter
6. Musician
7. Languages
8. Farmer
9. Lumberjack
10. Hermit

Tuesday, January 22, 2019

Races Familiar and Strange

Shorter post today because I'm working full-tilt on the first draft of my own heartbreakery hack of the GLOG, Mimics & Miscreants. Here's the table of core races from it - the stuff that everyone knows and loves (or at least I know and love) from classic D&D. No halflings or gnomes because I don't. I'm letting these races reroll a choice of stat between 2, because I really don't like pidgeonholing them into one or two narrow archetypes - the GLOG already does a pretty good job of that by having rerolls instead of flat bonuses, but I felt like I'd help it along. First playtest, if all goes well, is Friday!

(edit: first playtest postponed for very important reasons i swear)

Related image
by canadian-witch on tumblr


Races (3d6)

4. Mushroom
5. Half-Giant
6. Kobold
7. Goblin
8. Orc
9. Dwarf
10-11. Human
12. Elf
13. Dragonborn
14. Tiefling
15. Aasimar
16. Dryad
17. Forged



Race
Reroll
Perk
Drawback
Human
none
Extra random skill
You don’t get to reroll any stats
Elf
CHA and DEX
Can hear as well as you can see, and move silently. Reroll both CHA and DEX at creation.
Wounds from iron and steel never heal
Dwarf
CON or WIS
Can speak with stone 1/day
Can’t run
Orc
STR or CON
Burn 1 HP for +1 to STR on roll
Animals fear you
Goblin
DEX or CON
Can smell as well as you can see, small
-4 encumbrance
Kobold
DEX or INT
Advantage on DEX saves, small
Step down hit die
Half-Giant
STR and CON
Reroll both STR and CON at creation
Disadvantage when moving in small spaces like houses
Tiefling
CHA or INT
Light candle-sized flame anywhere on body
Infernal heritage stigmatized
Aasimar
CHA or WIS
Radiate soft divine light that illuminates area and slows unholy
Can’t lie
Dryad
WIS or DEX
Speaks plant
Needs sunlight to get benefits from rests
Dragonborn
STR or WIS
Breath weapon (2d6 fire damage) 1/day
Save vs. greed to sell or give away items
Forged
DEX or INT
With materials, repair all wounds and HP in daily rest, even dismemberment
Can’t recover HP or heal wounds with rations or during short rests
Mushroom
CON or WIS
Can eat any organic matter as a Full Meal of rations
Double damage from fire

Monday, January 21, 2019

The Cleric

So sometimes I rework stuff because I can't leave well enough alone. This Cleric rework is much more focused on preaching and doing what your religion says than the half-healer half-paladins of modern D&D.

The Cleric
(a GLOG class)
Related image
You're on a mission from God.

Cleric A: Divine Portfolio

Cleric B: Evangelist, Mission from God

Cleric C: Splinter Sect

Cleric D: High Priest, +3 Sect Heresies

Divine Portfolio: Clerics have a set of 1-3 Domains, each with four Commands. For each Command of a domain you directly obey when invoking one of its miracle, it gets +1 die, up to your level. You may add extra dice to a miracle, for each die added this way, roll a die on the Disfavor table, starting with a d6 and stepping the die up each time. If you obeyed no commands and only invoked a miracle using extra dice, roll on the Disfavor table an additional time. You begin with 3 Miracles from your chosen domain.

Disfavor Table
1. Your deity puts before you a test of faith, which you must overcome alone.
2. Poor intentions beget poor outcomes. Roll with disadvantage for the rest of the session.
3. You lose your connection to your divine powers for 24 hours.
4. Misused divine energy sears your eyes. Go blind for a week.
5. You must do penance. Take a vow of poverty, silence, or fasting, and follow it for a month.
6. You lose something of personal value to you.
7. You are wounded through what seems like random chance. Roll a d12 on the Wound Table.
8. You are marked for your sins. Gain a spellscar.
9. You are excommunicated. Those of your faith will ignore you. Those who hunt traitors and exiles will hunt you, and find you, and your judgment shall be swift and merciless.
10+. You are stripped of your divine powers forever.

Evangelist: When you go into town, your sermons draw audiences of (level)d6 believers (and potentially some unbelievers as well). After your sermons, you can hire on a number of believers equal to your level as hirelings. There is a level-in-6 chance of one of them having class levels. All believers, hired or not, will be kind to you and do small domain-appropriate favors for you that do not put themselves in jeopardy.

Mission From God: Pick a command. When you obey it when invoking a miracle, gain an extra die.

Splinter Sect: Start your own sect! Pick three of the following Heresies. You can pick the same Heresy multiple times.
1. Unbounded Dominion: Choose an additional domain.
2. Deeper Mysteries: Learn a miracle.
3. Upon Closer Reading...: Invert a command. That command is also inverted for all of your believers.
4. Syncretism: Combine two miracles that you know from different domains into a new miracle. This miracle scales with commands from both domains.
5. Divine Provenance: Pick another command for Mission From God.
6. Blessed Indoctrination: When you hire a believer with class levels, those class levels are in Cleric of your domain, with miracles of your choice.

High Priest: To many, your believers could be called cultists. In your sermons, you can make pronouncements that will be followed by your believers to the best of their ability. So long as the pronouncement falls in line with your domains' commands, they will follow unless it puts them directly in jeopardy, and your hireling believers become fanatics who will follow your commands to the death.

Equipment
Cleric A: Holy symbol, holy texts, vestments
Cleric B: Assorted incense and ritual salts, sanctified melee weapon of choice

Domain List
Domains 9-14
Domains 15-20 and full list

1. Authority
Commands:
1. Punish sinners and criminals
2. Convert nonbelievers
3. Spread the rule of law
4. Defend those who obey the law

Miracles:
1. Smite
Range: 100'; Target: 1 creature or object; Duration: instant
Deal [sum] damage to the target. If the target is a creature, and [dice] is greater than 1, you may force the target to fall prostrate. They must save on their turn to stand up.

2. Summon Minor Angel of Judgment
Range: N/A; Target: N/A; Duration: [dice] hours
Summon a minor angel of law adjacent to you. It has [dice] HD, can fly, and projects a [dice]*10' radius field that enforces the law. It follows your commands to the letter, so long as they are consistent with the law. It can and will resolve disputes perfectly in accordance with the law within its field.

3. Empower
Range: touch; Target: 1 creature or self; Duration: [sum] rolls
Target gets +[dice] to their next [sum] of one of the following: attack rolls, saves, STR/DEX/CON ability tests INT/WIS/CHA ability tests. If the target violates the law, this spell ends immediately.

2. Battle
Commands
1. Openly confront your enemies
2. Crush the opposition
3. Fight your own battles
4. Die in battle

Miracles
1. Enrage
Range: 50'; Target: [dice] creatures; Duration: [sum] minutes
Targets become enraged and must save to restrain themselves from resorting to violence to solve even the most trivial of problems. You may also give them +1 to attack and damage rolls as a barbarian's rage.

2. Summon Blessed Armory
Range: touch; Target: N/A; Duration: [sum] minutes
Summon [dice] blessed weapons of your choice. They count as magical and silvered, and the wounds they leave cannot be healed except by magical means.

3. Untouchability
Range: touch; Target: [dice] creatures; Duration: [sum] rounds
Anyone attempting to attack a target must save vs. divine intervention. If they succeed, they don't need to make those saves anymore.

3. Blood
Commands
1. Shed 1+ HP of your own blood.
2. Shed 1+ HP of someone else's blood.
3. Sacrifice an animal with at least 1 HD.
4. Drink 1+ HP of someone else's blood that has been shed previously.

Miracles
1. Blood Servant
Range: self or touch; Target: 1 creature with blood; Duration: [dice] hours
Create a fluid servant made out of blood, with 1HD for each HD sacrificed (minimum 1 HP for 1 HD). It follows your complex commands, squeeze through very small gaps, and can force creatures it attacks to save vs. suffocation.

2. Exsanguinate
Range: 50'; Target: 1 creature with blood; Duration: instant
Deals [sum] damage to the target. You control the exsanguinated blood for [dice] turns. It works as a Mage Hand made out of blood.

3. Hemomancy
Range: Touch; Target: 1 creature's blood; Duration: instant
You learn information about the creature you drink the blood of. 1 die gives you their name, appearance, mental state, and any ailments they suffer from. 2 dice lets you track them by scent. 3 dice gives you their actions for the past 24 hours and lets you experience one memory in that time from their perspective. 4 dice extends that to the past week and 3 memories.

4. Creation
Commands
1. Bring beautiful things into being/prevent them from being destroyed
2. Empower others to create
3. Discover the wonders of god's creation
4. Show others the beauties of creation

Miracles
1. Mend
Range: touch; Target: broken object or wounded creature; Duration: instant
Repair broken mundane item or heal wound of [sum] or less.

2. Transmute
Range: touch; Target: [sum] inches^3 of material; Duration: instant
Targeted material becomes another material of your choice. 1 die; must be same category of item (metal, food, tool) and all further restrictions. 2 dice; must be same consistency of matter (powdery, sludgy, solid) and all further restrictions. 3 dice; must be same state of matter (solid, liquid, gas, etc.). 4+ dice; no restrictions.

3. Duplicate
Range: touch; Target: item; Duration: [sum] hours
You create a perfect mundane duplicate of the target. If [dice] is 3 or greater, the duplicate also copies one magical property of the target. Duplicate fades away at end of duration.

5. Knowledge
Commands
1. Learn about the world, especially its secrets
2. Distribute knowledge to the masses
3. Speak truth to those who spread falsehoods
4. Recover lost and hidden things and bring them back for all to see

Miracles
1. Identify
Range: touch; Target: item, creature, or effect; Duration: instant
You learn [dice] magical effects that the target has. If [dice] is 2 or greater, you also learn what created it. If [dice] is 3 or greater, you also learn about the target's history. If [dice] is 4 or greater, you learn about how to replicate its effects.

2. Mind Meld
Range: touch; Target: creature; Duration: instant
You have a telepathic connection with the target, can read its surface thoughts, and can have a 2-way telepathic conversation. If [dice] is 2 or greater, you can also read its recent memories. If [dice] is 3 or greater, you can also read its secrets. If [dice] is 4 or greater, you can also wipe its mind.

3. Dowse
Range: N/A; Target: item or creature; Duration: [sum] hours
You learn the direction to an item or creature that you can name or describe; your sense of this follows the target as it moves.

6. Purity
Commands
1. Aid the downtrodden
2. Preserve the proper order of the world
3. Resist and destroy the undead, abominations that they are
4. Ensure that purity begets purity, that the pure do not do impure things

Miracles
1. Cure Disease
Range: touch; Target: living creature; Duration: instant
Target gets to save vs. [dice] diseases afflicting them. If they fail, can't try to cure it again until the disease progresses.

2. Turn Undead
Range: 50'; Target: [sum] HD of undead creatures; Duration: instant
Targets must save vs. fear, if they fail they flee. If [dice] is 3 or greater, they also take [sum] damage even if they pass their save.

3. Heal
Range: touch; Target: living creature; Duration: instant
Target rolls [dice] HD and regains that many hit points. This expends [dice] of their short rests for the day.

7. Trickery
Commands
1. Execute the final stages of your plans
2. Lie
3. Act in secret
4. Subvert authority

Miracles
1. Break Chains
Range: self; Target: physical restraints; Duration: instant
Anything physically restraining you no longer does so. Handcuffs unlock, chains snap, cell doors open, guards' grips loosen involuntarily. If you are imprisoned, you can teleport [sum]*10 feet away to a location where you are free.

2. Chaos
Range: [dice]*50'; Target: [sum] items; Duration: [sum] minutes
In a [dice]*50' radius, you can cause small items to fall, flames to flicker and die, doors and windows to open and close, armor to rattle, and other impressive and distracting theatrical effects.

3. Illusion
Range: 50'; Target: [dice]*5' radius;
You create an illusion (basically a perfect hologram) of whatever object or creature you want. It can
move as long however you dictate, but it cannot make any sound (or smell, touch, etc). Remember that illusions can only add, not subtract. (They can cover up a hole, but not create the illusion of a hole).

8. Wilds
Commands
1. Oppose the spread of civilization
2. Prey upon those below you on the food chain
3. Destroy unnatural abominations like the undead
4. Spread life into dead places like cities

Miracles
1. Call Fauna
Range: N/A; Targets: N/A; Duration: [sum]*10 minutes
[sum] [dice]HD local creatures flock to you. If [dice] is greater than 2, they will follow simple instructions that are in line with your Commands.

2. Grow Flora
Range: [dice]*50'; Targets: [sum] plants; Duration: instant
Targeted plant life grows to [dice]+1 times its size. If [dice] is greater than 2, you can roughly control the shape that it grows in, and have it grab items and creatures (they save vs. grapple).

3. Shatter
Range: 100'; Targets: mortalmade item, construct, or undead; Duration: instant
Deal [sum] damage to target in an explosion of shrapnel that shreds other nearby unnatural items and creatures, dealing [sum/2] damage. This effect chains up to [dice] times.

Saturday, January 19, 2019

Character Sheet v0.01

Like a lot of OSR blogs, I'm working on a homebrew system that has all the things I like. Soon, I'm going to be shoving some players through what little I have scrapped together. This character sheet, formatted through Herculean effort in Google Docs, is part of that system. It's going to get revised, but all the main elements are here. Take a peek!



Friday, January 18, 2019

The Engineer

Who builds all the dungeons and keeps and wizard's towers that adventurers so dearly love to plunder? You do, of course. And you've decided that your talents might be more lucrative in the other half of the dungeon business.

The Engineer
(a GLOG class)
Image result for medieval torbjorn
You solve problems. Not problems like "what is beauty," because that would fall within the purview of conundrums of philosophy. You solve practical problems.

Engineer A: Dungeon Architect, Diagrammer

Engineer B: Blacksmith, Stonespeaker

Engineer C: Juryrigger, +1 Blacksmith bonus per rest

Engineer D: Master Builder, +1 Blacksmith bonus per rest

Dungeon Architect: With five minutes (or, three times in a short rest) and your toolbox, you can:
1. make a trap or other mechanism trigger when a specific condition is met, or at a chosen time.
2. secure doors so they can't be opened without breaking them down, as a Lock spell.
3. hide features of constructed environments (like a door or arrow slot in a wall, or grease or a rune on a floor).
4. break down or erect 10' of mundane walls, or excavate an equivalent amount of material (roughly a 5' cube).

Diagrammer: After seeing the outside of a location, you can roughly sketch its inner plan. From inside a room, you can roughly sketch adjoining rooms that you know about.

Blacksmith: During a short rest, you can repair mundane armor and weapons. You can also apply one of the following bonuses to a weapon or a set of armor during a short rest, or four of them to different weapons/armor sets during a daily rest. A weapon/armor set can only have one bonus at a time. The bonus wears off at the end of the day.
1. Balanced Weapon: +1 to attack rolls and parries.
2. Brutal Weapon: +1 crit range.
3. Rending Weapon: +2 to Wound rolls.
4. Swift Weapon: +1 Initiative when wielded.
5. Ablative Armor: Ignore the first wound you take while wearing this armor.
6. Coated Armor: Can reroll saves against environmental effects until you fail a rerolled save.
7. Concealed Armor: Can be hidden under mundane clothes. Can't be applied to plate.
8. Hardened Armor: +1 AC.

Stonespeaker: You can deduce the goings-on in a room by analyzing the layout and the scuffs on the floors, walls, and furniture. In a room, you may ask a question of the space like a Speak With Dead spell. Do this only once per room.

Juryrigger: With a day's work, you can build a device that replicates the effect of a magic item you have access to. It works once, then falls to pieces. You can also overclock a magic item that hasn't been created this way, doubling its function for d6 rounds, after which it falls to pieces.

Master Builder: Reduce the construction time for Dungeon Architect to 1 minute; you can make an INT check to do it in 1 round. With access to appropriate tools and materials, you can build complex clockwork automata. A 1 HD automaton takes 1 day, 2 HD takes 4 days, 3 HD takes 9 days, and so on. They mimic creatures you have seen of equivalent HD, though can only replicate mundane abilities. They must be wound for HD hours to function for the day, and will obey simple commands given by manipulating their control levers.

Starting Equipment:
Engineer A: Toolbox, helmet with integrated lamp, drafting papers, crowbar (stats as war pick)
Engineer B: Telescope, portable anvil and whetstone

Thursday, January 17, 2019

Killing In The Name

This is a set of lightweight, debilitating combat rules I'm workshopping for my own homebrew OSR ruleset.
Related image
(note: ability score abbreviations like DEX and STR always refer to the modifier, their names (Dexterity, Strength) always refer to the score itself)

Initiative
If one group is ambushing the other, the ambushing group gets a surprise round.
Initiative is your DEX plus any modifiers from abilities and items. You don't roll. If there's a tie, the creature with the highest Dexterity goes first; if there's another tie then the GM decides.

On Your Turn
Can attack and move, or do something else and move.
Can't move and cast a spell or use a spell-like ability at the same time. You may be able to attack and cast as a Stunt at the GM's discretion.

Attacking
To hit, roll under 10+STR (melee) or 10+DEX (ranged). Add enemy AC to your attack roll. On a miss, you still deal half damage, but subtract enemy armor from the damage you deal.

You can Stunt on your attack and do something extra, like making a called shot, tripping, sundering a shield, disarming, or pushing, by risking dealing no damage on a miss at all. Tell the GM you're doing this and what in specific you want to do on a hit before you attack.

If you're dual-wielding, you can make 2 attacks per turn, but missing whiffs and deals no damage, and you step down your damage die.

A natural 1 crits for your choice of double damage dice or inflicting the corresponding wound to the damage you dealt. A natural 20 is a critfail - automatically miss, and the GM picks another consquence.

You can parry a melee attack, which gives you +DEX to your AC against that attack, and disadvantage on your next attack. Must announce a parry before you know the outcome of the attack.

Weapons (credit to GLOG: Owlbear Stew Edition for list)
Image result for fantasy armory
1. Axe: 1d6+STR slashing damage, a miss deals 1dSTR damage even when Stunting or dual-wielding
2. Bow: 1d6 ranged piercing damage, takes two hands to fire
3. Crossbow: 1d12 ranged piercing damage, takes two hands to fire, takes a STR check to load and fire in the same round (or takes full round to load)
4. Dagger: 1d6 slashing or piercing damage (your choice), can be thrown, 3 per inventory slot
5. Flail: 1d6+STR bludgeoning damage, ignores AC bonuses from shields.
6. Greataxe: 1d12+STR slashing damage, needs two hands to wield.
7. Greatsword: 1d10+STR slashing damage, needs two hands to wield, on 6+ damage target saves vs. disarming.
8. Halberd: 1d8+STR slashing damage, needs two hands to wield, enemies you hit are pushed 5ft in a direction of your choice.
9. Maul: 1d10+STR bludgeoning damage, needs two hands to wield, on 6+ damage target saves vs. knockdown.
10. Pike: 1d8+STR piercing damage, needs two hands to wield, double melee reach, can make an attack in response to a charging enemy that automatically crits if it hits.
11. Quarterstaff: 1d6+STR bludgeoning damage, when wielded in two hands, counts as dual-wielded.
12. Rapier: 1d6+DEX piercing damage, can riposte after successfully parrying and immediately attack at disadvantage.
13. Sabre: 1d6+STR slashing damage, on 6+ damage target saves vs. finger loss as Wound 6.
14. Scythe: 1d8+STR slashing damage, needs two hands to wield, double melee reach, can attack two adjacent enemies and deal half damage to each.
15. Spear: 1d6+STR piercing damage, can be thrown, on 6+ damage target saves vs. organ rupture as Wound 8
16. Stiletto: 1d4 piercing damage, can be thrown, 3 per inventory slot, can be well-hidden on person
17. Sword: 1d6+STR slashing damage, step up damage die when wielding with two hands.
18. Warhammer: 1d6+STR bludgeoning damage, on 6+ damage target saves vs. being stunned as Wound 1
19. War Pick: 1d6+STR piercing damage, on 6+ damage reduces target's armor by 1
20. Whip: 1d4 bludgeoning damage, double melee reach, can grab an object or limb on hit instead of dealing damage.

Armor and Shields
Leather armor: 2 AC, +1 initiative.
Chainmail: 4 AC.
Platemail: 8 AC, can't parry, -2 initiative.

Buckler: +1 AC and an additional +1 when parrying.
Light shield: +2 AC.
Heavy shield: +3 AC, but can't parry.

HP, Death, and Wounds
HP is ablative armor, representing your ability to shrug off and luckily avoid damage. Once you hit 0, you start taking hits to the meat that really hurt. You can keep fighting until your wounds become incapacitating. You might not really want to.

Damage that puts you at or below 0 HP also inflicts a Wound. Roll a d6 on the Wound Table and add the absolute value of your negative hit points (so rolling a 6 at -5 HP would give you an 11, massive internal hemorrhaging).

To get your HP at character creation, roll your Hit Dice with advantage, then add CON.

Wound Table
1. Stunned, save or you have disadvantage on all rolls next turn.
2. Light gash, save vs. bleeding for d3 damage (does not cause additional wound) each turn until you succeed.
3. Hand broken (d6, evens: left hand, odds: right hand), disarmed, disadvantage with that hand.
4. Deep gash, save vs. bleeding for d6 damage (does not cause additional wound) each turn until you succeed.
5. Ribs cracked. -1 Strength, -1 Constitution.
6. Lose d4 fingers (d6, evens: left hand, odds: right hand). Disarmed. -1 Dexterity, permanently.
7. Limb broken (d4, 1: left arm, 2: right arm, 3: left leg, 4: right leg). Arm: drop held item and arm useless. Leg: knockdown, can only crawl.
8. Organ ruptured. -2 to a random physical and random mental ability score.
9. Eye/ear lost. (d4, 1: left eye, 2: right eye, 3: left ear, 4: right ear). If second time receiving this wound to eyes or ears, blinded or deafened.
10. Concussion. Save vs. unconsciousness. -2 Intelligence, -2 Wisdom, -2 Charisma.
11. Massive internal hemorrhaging. Save vs. unconsciousness. -2 Strength, -2 Dexterity, -2 Constitution.
12. Gutted. Save vs. unconsciousness. Save vs. d6 bleed each turn until someone stitches you shut.
13. Lose a hand (d6, evens: left, odds: right). Save vs. unconsciousness every minute until you tie a tourniquet.
14. Lose an arm (d6, evens: left, odds: right). Save vs. unconsciousness every turn until you tie a tourniquet.
15. Lose a leg (d6, evens: left, odds: right). Unconscious. Save vs. death by blood loss every turn until you tie a tourniquet.
16. Skull split. Unconscious. Save vs. death. Lose 1 level and all abilities gained.
17. Spine severed. Unconscious. Save vs. death. Paralysis from waist down.
18. Disembowelment. Death.
19. Decapitation. Death.
20+. Chunkysalsafied. Death, everyone nearby saves vs. trauma.

Resting
A short rest takes 15 minutes of downtime and consumes 1 ration, you can't take more than HD short rests per day. Restore 1HD of HP and heal a wound 6 or less.
A daily rest takes 8 hours of combined sleep and downtime and consumes 1 ration. Reroll your HP, if it's higher than your current HP set your total to that, and heal a wound 12 or less.
A long rests takes 24 or more hours of sleep, downtime, and good meals. These conditions can only usually be found in town. Set your HP to the maximum and heal a wound 12 or less.

Tuesday, January 15, 2019

d100 Catalysts

Catalysts for Mad Scientist Witches (or eccentric semimagical loot for anyone else)


Image result for mad scientist laboratory

d100
1. Sparking clockwork heart
2. Dragonbreath sac
3. Stitch of time
4. Giant's molar
5. Inert ice-9 crystal
6. Brain in a jar
7. A book of dark magic
8. Captured starlight
9. Lump of stem cells
10. Colossal squid eye
11. Self-winding coil
12. Hole in the universe
13. 1 gram of unobtanium
14. Egg of unknown origin
15. Self-replicating spore
16. Essential salts
17. Singing crystal
18. Golem animation paper
19. Preserved mimic
20. Your own skull from the future
21. Very minor god in a box
22. Past-reflecting mirror
23. Dog residue
24. Fang of dire cobra
25. Tiny rolled-up dimension
26. Die that always rolls 1s
27. Tarrasque scale
28. Universal solvent
29. Infernal contract
30. Snow globe with tiny people inside
31. Vial of suspicious blood
32. Your diploma (it's got to be good for something)
33. True love's kiss
34. Powdered magic sword
35. Golden idol
36. Dripping ball of ooze
37. Bottle of ancient liquor
38. Mysterious contraption that detonates an explosive powder to propel a small metal pellet a great distance at incredible speed
39. Microscopic black hole
40. Evil play
41. Knucklebones of a saint
42. Storm in a bottle
43. Mountain heartgem
44. Plague vial
45. Alien organ, meat
46. Alien organ, instrument
47. Frictionless orb
48. Evidence of absence
49. Tyrannosaur tooth, fossilized
50. Proof of the end of the world, irrefutable
51. Causal loop
52. Titan-bee honey
53. Carbon nanotubes
54. Self-sustaining force field
55. Preserved man-o-war
56. Your own hippocampus, surgically removed
57. Intricate clockwork box of unknown function
58. Famous painting
59. Soul in a bag
60. Radioactive sludge
61. Lock of nymph hair
62. Spidersilk Gordian knot
63. Trapped angelic visage
64. Witch's cauldron
65. Lamp that projects darkness
66. Consecrated silver coin
67. Kaiju bone powder
68. Calculation engine, miniaturized
69. Universal lubricant
70. Giant evil catfish lung
71. Cold fusion core
72. Your mentor's ghost
73. Roll of duct tape
74. Jar of ectoplasm
75. Bound elemental
76. Powerless djinn
77. Soylent paste
78. Roc feather
79. How To Destroy The Earth, first ed. printing
80. Memory crystal
81. Intrusive thought
82. Summoning stone
83. Animate spell, bottled
84. Brass telescope
85. Dead language inscribed on tablet
86. Meteorite, ferrous
87. Pure energy
88. Whale oil
89. Trapped nightmare
90. Forgettable lump
91. Destabilized genetic material
92. Forged royal seal
93. Dire prawn
94. 5-dimensional cube
95. Abhorrent vacuum
96. Gate to hell
97. Phoenix ashes
98. Very small moon
99. Battery, powered by friendship
100. Roll twice and combine them.

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