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.

All art is the property of its respective owners, and will be taken down at their discretion.

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.


Thursday, July 30, 2020

Things to do in D&D After You're Dead Part II - Hey, Remember the New Guy?



         Sometimes you just die in D&D. It could be that the player was reckless, it could be that they had a run of terrible luck. It could even be a logical end to their story, agreed to by the Referee and the player. While my first article in this series was about the afterlife, this one is about what happens when a player simply decides to re-roll. Whatever the source of the character's death, guidance on this topic has always been somewhat awkward and lacking. The prevailing view for much of the OSR community is to simply start characters over again from the beginning. I personally think this a bit too punitive; but i'm also unwilling to simply allow a player to start over at their previous XP total. Instead, I've come up with three methods to assist new PCs in what may very well be higher level campaigns. All of these subsystems can be used with one another without a great deal of conflict.


Funerals

         While most people don't need much of an excuse to party, even in character, Funerals are a great excuse to have a bender. They're also a great way to justify Experience towards the new PC of the player whose character the funeral is in honor of. The system here is simple, for each SP (or GP, if that's the basis for your setting's economy) that is spent on the festivities and mourning, the new character gains that same amount of XP. 

          Thus, if 2,589 SP were spent on Grobthar the Fighter's funeral, Yurt the Accursed would start off with 2,589 XP, and would be level 2.


Letters Home

        An easy way to allow PCs to prepare for the worst, writing of their experiences back home to their friends, relatives or colleagues allows players to bank some of the experience that they gain for use with a future character. This is particularly convenient because it allows you to avoid the incredulous situation of a long-lost relative of the slain character showing up out of the blue, since they would have been already foreshadowed. The system here is again quite simple. Once per outing or particularly large story beat (Referee's discretion) a player may choose to send a record of their experiences to another character that has already been rolled; they can commit up to 50% of the experience that they most recently gained towards that new character.

          For example, Yurt the Accursed has recently gone delving into the Tomb of the Serpent Kings, netting themselves a cool 1,242 XP in the process. Yurt writes a missive to the woodswitch of his village, Ruki. Yurt could send Ruki a maximum of 621 experience.


Interviews & Auditions

          Adventuring groups can often take on a character of their very own. Continuity, values and norms can be maintained long after their original champions are long since dead or retired. How are these standards (or lack thereof) maintained? Why, an interview process, of course. Through an exhaustive search (and use of their downtime) the players whose character are still alive can provide a bonus to the slain PC's player. For each week of downtime spent interviewing searching and auditioning potential candidates, they can provide the new PC with a 10% bonus to their potential XP total, whatever that may be. A group can only spend a maximum of three weeks on this task (for a maximum bonus of 30%) since there are only so many potential candidates in a given area.

          So, to use our example with Yurt and Ruki from earlier, if Yurt were to kick the bucket and their party spent two weeks interviewing replacements, counting the 621 XP to Ruki, and a total of 2,320 SP  that was spent on the funeral, Ruki would start the game with 3,529 XP, (621 + 2320 x 1.2), likely making them at least level 2, if not 3.

Saturday, July 25, 2020

Potent Potions, Sorcerous Surgeries, & Terrible Transmogrifications - Part III



          
          Hey there sports fans, we're back, with our last article on the topic of aftermarket upgrades for characters. The firsttwo, articles in this series introduce the concept of Investments and then explain the idea of Simple Investments. Obviously it would be helpful to go read those two articles first. This time we are going to cover the idea of Complex Investments, which unlike the Simple version, requires multiple payments over the course of a character's life. Who doesn't love multi-classing? Me. I don't like multi-classing. It's not that the idea of a Fighter/Mage offends me, or that I get the vapors at the idea of a Illusionist/Druid (though, ew), but rather that as evidenced by my blog, I am more than willing to make a class for any archetype that I can think of.

          In lieu of those more extensive systems, I believe the best way to fill any gaps is through the use of Complex Investments. Unlike multi-classing, they allow a character to pick up another skill set or approach as the game is in process, rather than locking them into that approach from the beginning; unlike dual-classing, they don't have to explain how they've suddenly developed new, extremely comprehensive abilities. Readers who played during 3rd edition may recognize elements of this system in the variant rules for racial paragon and bloodline levels, which is certainly true. In short, Complex Investments allow breadth to preexisting characters without resorting to more drastic solutions.

          My example of a Complex Investment from the first article was that of a character being transformed into a Jäegerkin from Girl Genius. Though this is a fairly extreme shift in the character, not every example need be so radical, Investments can be representative of cross-training, or even the favor of an organization or powerful being.


Pact from Beyond

Level
Cost
Effect
1
Forge a pact with a powerful being such as a Celestial or Demon, 300 GP, 2,000 XP.
Gain the use of a single 1st level spell, twice per day. +1 HP.
2
300 GP, 2,000 XP.
Gain the use of another 1st level spell. You gain two more spell slots per day. You must prepare your spells ahead of time like a Magic-User. +1 HP.
3
300 GP, 2,000 XP.
Gain the use of a single 2nd level spell, which you can use once per day. +1 HP
4
300 GP, 2,000 XP.
Gain the use of a second 2nd level spell, along with another 2nd level spell slot. You must, of course, prepare your spells ahead of time like a Magic-User. +1 HP

Knave's Schooling

Level
Cost
Effect
1
Find someone capable of teaching you the skill you wish to learn. 2 weeks of intense training. 1d4 x100 GP, 1,000 XP.
+1 HP, Gain a Specialist skill of your choice - with the exception of Sneak Attack - at a 1-in-6.
2
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 2-in-6.
3
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 3-in-6.
4
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 4-in-6.
5
2 weeks of intense training under the eye of a suitable instructor. 1d4 x100 GP, 1,000 XP.
+1 HP, increase the Specialist skill to a 5-in-6.


Arena Training

Level
Cost
Effect
1
Find a warrior willing to train you. 2 weeks of intense training. 250 GP, 1,500 XP.
+4 HP.
2
2 weeks of intense training under a suitable teacher. 250 GP, 1,500 XP.
+1 Attack Bonus/Thac0 with a single weapon type.
3
2 weeks of intense training under a suitable teacher. 250 GP, 1,500 XP.
+4 HP.
4
2 weeks of intense training under a suitable teacher. 250 GP, 1,500 XP.
+1 Attack Bonus/Thac0 with a single weapon type.

Controlled Lycanthropy

Level
Cost
Effect
1
Become infected with Lycanthropy and then find a means by which to control it. 3,000 XP.
Gain the ability to transform into a Lycanthrope by saving vs Magic. The transformation lasts 2d10 rounds, after which the PC suffers a level of exhaustion (use rules for Sleep Deprivation if using LotFP). In this state the character gains +2 to all physical attributes, the ability to see in the dark, as well as teeth and claws which increase their unarmed damage to a d4 (or another die step if it is already a d4.)
2
1d4 weeks of intense meditation. 3,000 XP.
The character gains additional control over their transformation, gaining advantage on their save against magic when they attempt to transform. In addition to the benefits above, while transformed the character now gains 2/HP a turn unless they have been damaged by a silver weapon in the previous round.
3
1d4 weeks of intense meditation. 3,000 XP.
The PC has gained complete control over their transformations. They no longer need to save to transform into a Lycanthrope, though they still suffer a level of exhaustion afterwards.

All art is the property of it's respective owners, and will be taken down at their discretion.

Thursday, July 16, 2020

The Divine - LotfP & OSE Custom Class


         
         The Gods are never far from their worshipers, and the beds of the the immortals are rarely barren. Whether by-blows of deific lust, or the little gods and numen that make up the spirit courts the planes over, the children of the Gods are more common than one would think. Though certainly not a match for their parents, Divines are capable of astounding feats nonetheless. 

         Powerful and flawed in equal measure, Divines generally rarely have happy destinies in store for them. Isolated by their heritage and powerful abilities, godlings are more than willing to take up the wandering life. Whether wicked or virtuous, few could ever refuse an offer of help from the children of the gods themselves.

Level
Experience
HP
Paralyze
Poison
Breath
Device
Magic
Splendor
1
0
1d12
11
9
13
10
12
2-in-6, 1/day
2
4,000
1d10
11
9
13
10
12
2-in-6, 1/day
3
8,000
1d10
11
9
13
10
12
3-in-6, 1/day
4
16,000
1d10
9
6
10
8
10
3-in-6, 2/day
5
32,000
1d10
9
6
10
8
10
3-in-6, 2/day
6
64,000
1d10
9
6
7
8
10
4-in-6, 2/day
7
128,000
1d10
7
4
7
6
8
4-in-6, 3/day
8
256,000
1d10
7
4
7
6
8
4-in-6, 3/day
9
512,000
+2*
7
4
4
6
8
5-in-6, 3/day
10
1,024,000
+2*
5
2
4
5
6
5-in-6, 3/day
11
1,280,000
+2*
5
2
4
5
6
5-in-6, 3/day
12
1,536,000
+2*
5
2
2
5
6
6-in-6, 3/day
13
1,792,000
+2*
3
2
2
3
4
6-in-6, 4/day
14+
+256,000/lvl
+2*
3
2
2
3
4
6-in-6, 4/day
*Constitution modifiers no longer apply.

B/X & OSE Rules

 

Requirements
At least one ability above 16.
Prime Requisite
None
Hit Dice
d10
Thac0 Table
As Fighter
Maximum Level
14
Armor
Any, including shields
Weapons
Any
Languages
Alignment, Common


         Divines do are immortal, and are immune to all penalties related to aging.

         The Divine, as befitting a being of heavenly descent, has access to a flexible skill known as Splendor. Reflecting their connection to the gods, Splendor grants the Divine supremacy over a narrow section of the mortal realm. Splendor is different from other skills in two ways, the first is that it is tagged to a specific attribute of the Divine's choice at character creation. The second is it can only be used a certain number of times per day, as the body of the Divine can only channel so much deific power in their partially mortal form.


         On a successful Splendor roll, the Divine simply succeeds at any conceivable application of the ability they they've attached their skill to. This isn't limitless, but it is quite broad. A Divine who has chosen Strength for their attached skill cannot jump to the moon, but leaping across a canyon isn't out of the question. As a general rule, the limits of Splendor are feats of greatness which could feasibly be accomplished by someone with magical assistance, but not truly absurd levels of power. A Splendor roll based on charisma could allow a character a chance to woo the King's Son, but not to make them automatically fall in love with them. Ultimately the referee is the final arbiter as to the limits of a particular Splendor roll.

Thursday, July 9, 2020

"What's yours, is mine." - a Heist Generator



          There's nothing quite like a caper. While the idea of assembling an Ocean's Eleven style crew to perform a heist is largely a product of the modern era (one of the earlier examples being the Ransom of the Red Chief), there are remarkable similarities between caper flicks and the typical adventurer's band. You have the Smart One, the Muscle, the Skill Specialist, and the Vamp. All that really changes for adventurers is that they usually don't plan just one or two scores over a career, they plan dozens.



          To use this table, simply roll 4d8 and consult the results below. Unlike most of my other tables, Referees are encouraged to roll multiple times on both the third and fourth columns of this generator, to better reflect the numerous plot twists and set backs of your typical heist.



d8
What's being stolen?
1-2
A truly obscene amount of money, treasure or other form of portable wealth.
3
A trove of information that would potentially lead to the executions of those involved.
4
A personal item, such as a treasure keepsake, or one of deep cultural significance.
5
Someone extremely important, and either extremely valuable if ransomed to the right person, or able to pay for their own freedom.
6
An object of significant import, such as a cursed or blessed item, relic, or even a religious tome or spellbook.
7
Something seemingly impossible to steal, such as someone's honor, a monument or a concept.
8
The initial job was a ruse to distract from the true heist! Roll twice on this table, the first result is the ruse, the second is the true target.

d8
Where are we stealing it from?
1
Somewhere mobile, such as a caravan or a ship.
2
A fortress or castle.
3
A place of worship, important to one or more faiths.
4
Private residence such as a villa or mansion.
5
A bank or other form of mercantile warehouse.
6
A museum, archive, university or library.
7
Tomb, crypt or dungeon.
8
A hoard for some great beast or eldritch being.


d8
What is it being guarded by?
1
Lots of poorly trained guards.
2
A squad of drilled and trained security professionals.
3
Trained animals, whether those be dogs, or blink dogs.
4
Traps, mechanical or magical in nature.
5
Powerful fortean effects such as doors which are out of sync with reality, to terrible curses.
6
The environment itself; it could be held in the midst of a great and never-ending storm, in a secluded and parched desert, or the bottom of a flooded caldera.
7
Roll twice, taking both results and ignoring both this result and #8.
8
Roll three times, taking all three results, ignoring this result or #7.

d8
What's the catch?
1
One of the members of the crew is a traitor! They've been working with the mark the whole time.
2
The job is a set-up, designed to draw one of the crew out into the open.
3
The mark has been tipped off, security will be aware that the crew is coming.
4
The group has a person on the inside. They'll be able to help when the situation seems its bleakest.
5
The target has been moved, or is otherwise not where it is supposed to be.
6
Multiple groups have been tipped off to the existence of the haul, and all of them are pursuing it.
7
The group revealed the existence of another score while in the course of this one - but they have to jump on it now! Roll once more on the "What's being stolen?" table, then present it during the course of the caper.
8
The heist was set up by the mark themselves, for their own nefarious purpose.

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