Wednesday, August 26, 2020

Hunting Down the Wolves - a Bounty Target Generator



     Justice isn't blind--justice is greedy. She wishes to see the guilty dragged before her, to mutely witness them pay for their transgressions. Or, at least that's what the people responsible for hunting down these supposedly guilty men and women tell themselves. Even in societies that have well-developed systems of justice still have need for those willing to hunt down those that society (or merely the mob) has condemned. These hunters generally exist on the edges of society, considered barely better than those they pursue.

     This set of tables seeks to give you a resource for generating bounties and bounty targets for use in your games. To use this generator, simply roll 4d8 and consult the relevant tables below.


d8
How much is the bounty worth?
1
A pittance, barely worth getting on the trail for.
2-3
Enough to be worth one's time, but also enough to bring a rival onto the scene.
4-5
A tidy amount, enough to finance months of decent living. There are probably two or three other hunters looking to find them as well
6-7
A huge score. While not enough to retire, it would be a massive boon. There will be quite a lot of competitors, perhaps five or six.
8
A king's ransom, probably financed by an organization, rather than an individual. A dozen or more rivals will undoubtedly be after it as well.


d8
What did the fugitive do?
1
Murder.
2
Theft.
3
Heresy.
4
Oath-breaking.
5
Sedition.
6
Smuggling.
7
Kidnapping.
8
Roll twice, ignoring this result if it comes up again. The fugitive committed a combination of these crimes.


d8
Where are they hiding or running to?
1
They're desperate; choose a cardinal direction, that's the direction they're fleeing to.
2
A member of their family, or a close friend.
3
They are taking their chances with the wilderness, and are hiding in the woods, a cave, or another isolated location.
4
The house of a noble or other powerful person.
5
They've taken up with a group of criminals, whether that be an organized crime syndicate, or a group of bandits.
6
A religious organization, claiming sanctuary.
7
They have taken on another identity or are living in disguise.
8
They aren't fleeing; they intend to kill their pursuers.

d8
What's special about the fugitive?
1
They are an important member of their community. They may have many potential allies.
2
They are a spellcaster of some sort.
3
They're innocent of the crimes they have been accused of.
4
They are extremely wealthy. They have more than enough money for bribes.
5
They are an extremely skilled warrior.
6
They have the favor of an eldritch creature, a minor deity, or even an outsider or fiend.
7
They are a member of a rival government or community. Killing or capturing them may have far-reaching consequences.
8
They have either a magical or technological item or some other form of enhancement that gives them an unexpected advantage.

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Saturday, August 15, 2020

A Site of Learning & Illumination - an Educational Institution Generator



     Ah, school. From the humblest rural schoolhouse, to the greatest universities, learning is one of the cornerstones of any society. They hopefully equip their pupils to meet the challenges of the world around them. Some just take their money. Whatever form they take, they are integral to the communities around them, acting as a source of revenue and skilled workers or sages.

     This set of tables seeks to give you a source of educational institutions for use in your games. To use this generator, simply roll 4d8 and consult the results. Larger institutions may require multiple rolls on the first table to represent different departments.


d8
What sorts of things are taught here?
1
This is a military academy; people here are taught how to lead others in battle, and schooled in various tactics and strategies.
2
Religious instruction, whether that be bent towards a particular deity, pantheon, or type of faith.
3
The skills and traditions of a guild, whether that be of a craft or a skilled trade.
4
Magic, whether it be to train magic-users, artifice, or to study the topic of magic in general.
5
The skills of winning friends and influencing people; rhetoric, diplomacy and public speaking.
6
The arts. Poetry, sculpture, painting and performance.
7
Natural philosophy, mathematics and medicine.
8
The art of government work, whether that be as a scholar, administrator or clerk.


d8
What kind of students does this institution accept?
1-3
Any who can post the cost, whether that be in kind or in cash.
4
Members of the nobility, or the elite.
5
Those of a particular faith.
6
An ethnic or sectarian minority.
7
Only those with a unique skill set or reputation can study here. An audition of some stripe will be necessary.
8
Those serving the ruling regime are taught here; one can only study here with the permission of the government.

d8
What sort of reputation does the institution have?
1-3
Very positive; this is a place known far and wide for it's ability to cultivate students.
4-6
The place is famous or infamous due to the actions of some of it's alumni. They could be heroes or villains, but they are widely known.
7
Largely negative. The school could be known for turning out poor students, or even criminals.
8
Obscure and largely unknown outside of it's home region, this place of instruction has yet to make a name for itself.


d8
What is unique, or otherwise strange about this place?
1
The place is isolated enough that it must be partially self-sufficient. Pupils may be expected to help run the facility.
2
The institution is ran by a religious order. They may or may not try to attempt to convert their students.
3
The grounds themselves are famous. They could have been the site of some great battle, or there could be some famous event which transpired here.
4
Due to some sort of enchantment or supernatural property, the lands of this school are possessed by some sort of strange occurrences. Time could flow slower inside, magic could be easier (or more difficult) to perform, or perhaps the gods cannot see what transpires here.
5
Some nefarious conspiracy is being hatched here. The student body or faculty could be fostering or encouraging rebels, or there could be some sort of cabal or secret society being formed.
6
The institution is a secret or has been hidden in some way from members of the general populace. Only students and staff are permitted here.
7
A member of the faculty is some strange creature, such as a Golem, Dragon or even an Aberration.
8
The knowledge offered by this school is far in advance of anything else in the surrounding region. Graduates here seem almost wondrous in what their learning equips them to do.


Friday, August 7, 2020

The Fabricated - LotFP & OSE Custom Class



     Not every being is birthed in a wholly natural way. Though many folk are familiar with the walking dead, there are other, odder things besides; beings made of plates of metal and filled with lengths of strange material, implacable statues with a semblance of life, amalgamations of living and unliving materials given a strange sort of life. Sometimes called Created, Revived, Golems or Fabricated, they're most often unique beings, created by some isolated genius or powerful magics. Those that aren't unique are generally the product of some long-term investment by a highly advanced society - whether that be technologically or magically.

     Whatever their source, almost all Created face a difficult existence. While some are made to be companions or confidants, most are envisioned as guards, ornaments, or sources of tireless labor. Being made of stronger stuff than mortals, Fabricated almost always outlive their own creators. These unfortunate creatures find liberation to be nearly as fraught as their subjugation. Finding ignorance and dread from those not familiar with their origins, Fabricated are often forced into a wandering existence that resembles the adventuring life. Most other vagabonds are more than willing to overlook their new companion's odd appearance and nature. Their strange abilities and staggering toughness more than make up for it.

Level
Experience
HP
Paralyze
Poison
Breath
Device
Magic
Upgrades
Maintenance
1
0
1d10
14
10
15
15
16
1
2-in-6
2
2,500
1d8
14
10
15
15
16
1
3-in-6
3
5,000
1d8
14
10
15
15
16
1
3-in-6
4
10,000
1d8
12
8
13
13
14
1
3-in-6
5
18,500
1d8
12
8
13
13
14
2
3-in-6
6
37,000
1d8
12
8
13
13
14
2
4-in-6
7
85,000
1d8
10
6
10
10
12
2
4-in-6
8
140,000
1d8
10
6
10
10
12
2
4-in-6
9
280,000
+2*
10
6
10
10
12
3
4-in-6
10
420,000
+2*
8
4
8
8
10
3
5-in-6
11
560,000
+2*
8
4
8
8
10
3
5-in-6
12
680,000
+2*
8
4
8
8
10
3
5-in-6
13
820,000
+2*
6
2
5
5
8
4
5-in-6
14+
+140,000/lvl
+2*
6
2
5
5
8
4
6-in-6
*Constitution modifiers no longer apply.

B/X & OSE Rules
Requirements
None
Prime Requisite
CON
Hit Dice
1d8
Thac0 Table
As Cleric
Maximum Level
14
Armor
Any
Weapons
Any
Languages
Alignment, Common.

     Fabricated are immortal, and never suffer penalties related to time or aging. These unnatural beings do not need to sleep, nor do they tire, or suffer from any form of exhaustion. Conversely, Fabricated do not heal naturally, nor can they gain any benefit from potions or effects that require them to consume something (e.g. Heroes Feast, Goodberry) or respire. Further, they are also immune to most poisons that are crafted to affect living beings.



Maintenance

     While they do not heal naturally, Fabricated are able to heal themselves by means of a skill known as Maintenance. It is assumed that every Fabricated that has survived long enough to become a character is acquainted with their inner workings enough to repair themselves. Using whatever materials and tools that mending their forms require, the Fabricated makes their Maintenance roll using their table below.

Example Circumstances
Modifier to Maintenance roll
Character is in a safe environment, such as a town or fortress.
+2
The PC has tools and materials which have been purpose built for them.
+1
The PC is in the field, though not actively threatened.
+0
Character is in an unfriendly environment, such as in a storm, at sea, or otherwise lacking easy working conditions.
-1
The PC is using jury-rigged tools, or does not have access to the proper materials.
-2

     A Maintenance roll consumes two hours of time, and on success, they heal by rolling 1 HD, plus the Fabricated's character level. A Specialist/Rogue (or similar class) can use their Tinker or Disable Device skill to attempt to repair a disabled or damaged Fabricated, but they suffer disadvantage on their roll. There are no effective limits to Maintenance rolls beyond time and a lack of parts. It should generally be assumed that the parts to repair a Fabricated are equivalent to expense and weight to rations.


Upgrades

     When created, Fabricated are generally made for a purpose, and are equipped with a piece of permanent equipment known as an Upgrade. As they grow in experience, the insight they gain into their own natures allow them to craft further improvements to themselves, choosing further upgrades from the table below. Upgrades are not magic, and are not subject to any effect which suppresses magic.

     Upgrades are objects, and are not invulnerable to damage. If a Fabricated has lost at least half of their maximum HP, they have to save vs Device. On a failure, one of their Upgrades breaks, ceasing to function until they make a successful Maintenance skill roll. If a Fabricated has more than one Upgrade, the Referee chooses which one breaks.

Upgrade Name
Effect
Boomstick
One of the Character's limbs has been replaced from the elbow down with a firearm. While they must load and powder it as normal, it is effectively immune to jamming. Use standard rules for a rifle/musket for whichever system you prefer.
Armor Plating
Plates of metal have been placed strategically around the Fabricated's body to maximize protection, without sacrificing mobility. The character gains +2 to their AC.
Mystical Dynamo
Magically resonant materials have been worked into the Fabricated's chassis. Hungry for magic, they grant the PC a free and instant Maintenance check whenever they are the target of a hostile spell, regardless of the results of their save.
Simplistic Design
Due to their relatively simplistic (some would say cheap) parts, the Fabricated makes all Maintenance checks with advantage. Their parts also cost half as much as normal. Unfortunately, due to the part's often shoddy nature, the Fabricated gains 1 less HP than normal from Maintenance checks.
Chainsaw Arm
One of the PC's hands has been replaced by a mechanical saw, covered in teeth and attached to a rotating chain. This weapon requires fuel in the form of oil, kerosene or another flammable liquid, and can only operate for 10 rounds before needing to be refueled, which requires 2 rounds. When active the weapon makes stealth impossible. The chainsaw hand deals 1d10+2 damage on a successful hit.
Steam Train
The Fabricated's motions help to power a large steam turbine on their back. As long as the Fabricated has moved at least 15' in a round during combat, they gain a Steam Point. After gaining three such points, the Fabricated can vent the accumulated heat, dealing 1d8 fire damage in a 10' radius around them on a failed Breath save. The Fabricated also gains +5' to their movement speed for each Steam point they have, with a maximum of +15' to their speed.
Steady Descent
Though their heavy frames render them incapable of true flight, the Fabricated has been equipped with the means to avoid fall damage. This upgrade may take the form of gouts of flame, gargoyle wings, or assemblages of wax and feathers, but whatever the form, they allow the PC to avoid any damage from falling, and to glide at their walking speed when falling from a height of at least 20'
Hallowed Sigils
Numerous prayers, sutras, or other scripture have been worked into the Fabricated's very body. These holy words allow the character's attacks to count as magic for the purposes of overcoming damage resistance or immunity.
Battering Ram
Reinforced with steel and terrible strength, the Fabricated is capable of demolishing objects (and people) with frightening ease. The Fabricated's unarmed damage increases to 1d4 (or to 1d6 if it is already a 1d4), further, they deal double damage to objects or artificial beings.