Saturday, July 27, 2019

1d100 Character Memories

Still working on my city generator, but this list of character memories is fully filled out, one hundred with no repeats!* Hopefully this will help with generating new characters, especially for players who don't have much experience with roleplaying/writing, and with so many they can roll as many as they want.

*I think

1d100 memories
  1. Parents used to cook a special meal.
  2. Parents punished minor misbehavior with beatings.
  3. Family was an unstable web of distrust and manipulation.
  4. Siblings were always competing to outdo one another.
  5. Grew up with a beloved doll.
  6. Family was killed in war.
  7. Family died of plague.
  8. Parents restricted personal interests.
  9. Parents paid little attention.
  10. Saw a travelling magic show when it stopped in town.
  11. Bullied by other local children.
  12. Had something precious stolen.
  13. Had something valuable stolen.
  14. One of the local children had a memorable quirk.
  15. Played nobility with other children.
  16. Had an imaginary friend.
  17. Encountered magic before adventuring.
  18. Nearly died in an accident.
  19. Ran away from home.
  20. Created a secret language with friends.
  21. Had a tryst with someone from a different class in society.
  22. Attended a royal execution.
  23. Got kidnapped.
  24. Did something incredible, thanks to luck.
  25. Befriended a wild animal.
  26. Parents praised every effort.
  27. A hated pet died.
  28. A beloved pet died.
  29. Got into a really embarrassing accident.
  30. Knew how to play an instrument, but forgot.
  31. Worked at a festival.
  32. Got lost on a trip through the city.
  33. Witnessed a supernatural possession.
  34. Survived a very dangerous accident through luck.
  35. Got saved from a very dangerous accident.
  36. Looked up to a local knight.
  37. Feared a local knight.
  38. Family shared everything.
  39. Found true love, but lost it.
  40. Sought true love, but never found it.
  41. Never wanted true love, but faked it for someone else.
  42. Deemed blessed by the clergy.
  43. Deemed cursed by the clergy.
  44. Broke into a house with other children.
  45. Broke into a house alone.
  46. Found a treasure, had it stolen.
  47. Found a treasure, and wasted it.
  48. Had a terrible experience with drugs.
  49. Had a terrific experience with drugs.
  50. Thought an animal spoke to them once. It did.
  51. Thought an animal spoke to them once. It didn't.
  52. Heard the voice of a god.
  53. Parents spoke of a family curse.
  54. Once got embarrassed by a relative.
  55. Honored by a visiting relative.
  56. Shamed by a distant relative.
  57. Targeted by a nasty rumor.
  58. Used a nasty rumor against a peer.
  59. One step removed from a local scandal.
  60. Was once the center of a local scandal.
  61. Shook an addiction.
  62. Celebrated the passage of victorious soldiers.
  63. Hid while allied soldiers raided.
  64. Hosted peaceful enemy soldiers.
  65. Watched the passage of defeated soldiers.
  66. Hid while enemy soldiers raided.
  67. Wrote a love song that didn't work out.
  68. Wrote a love song that worked perfectly.
  69. Came up with a drinking song that really picked up.
  70. Came up with a drinking song that nobody ever joins.
  71. Watched an elderly relative die.
  72. Witnessed murder in a semi-public area.
  73. Witnessed sex in a semi-public area.
  74. Joined a secret ritual in the wilderness.
  75. Joined a secret ritual in town.
  76. Tried a strange and exotic dish that was delicious.
  77. Tried a strange and exotic dish that was sickening.
  78. Rode a ship once.
  79. Parents had a really nice dining set.
  80. Once saw a magic item one parent secretly owned.
  81. One of the neighbors wasn't human, nobody else knew.
  82. One of the neighbors wasn't human, everybody knew.
  83. Spent a night in the castle.
  84. Spent a night in the wilderness.
  85. Spent a night in the dungeon.
  86. Helped a merchant make a sale.
  87. Stopped a con artist from pulling a scam.
  88. Helped a con artist pull off a scam.
  89. Scammed a traveller once.
  90. Scammed a neighbor once, they never caught on.
  91. Scammed a neighbor once, later they realized.
  92. Got into an argument against all the other children.
  93. Got into an argument against the entire family.
  94. Got into an argument with one peer.
  95. Got into an argument with one relative.
  96. Saw something unforgettable that nobody else remembers.
  97. Everyone always talked about something crazy that you couldn't have forgotten.
  98. Once got injured practicing with a weapon.
  99. Pulled off a stupid dare.
  100. Failed a stupid dare.

Monday, June 17, 2019

The Hearts of War

Haruspices and surgeons of the dead can attest that years of battle and training can twist the body in subtle ways, most notably in the heart. Certain kinds of adventurers will even develop strange, signifying changes to that fleshy core of their being.

Infantry

Textured similar to chain mail, with a form that is resilient and almost protective in a way.

Cavalier

Swift and powerful, pumping the lifeblood perhaps a big too eagerly. It stops beating very soon after death.

Duelist

Beating in precise strokes, with a mildly dazzling sheen.

Berserker

Burgeoning with small blades of iron, gushing blood and beating excitedly for the next battle.

Blademaster

Growing in strange ways, taking an unfamiliar shape with thorns and sometimes even grasping tendrils.

Thief

Sometimes filled with little gold-like pellets, as though the heart of a thief is trying to turn itself into a kind of coin purse.

Assassin

Dark and sharp, shaped almost like a living blade. It seems to disappear somewhere every time you look away.

Hunter

Covered in patterns like leaves, and colored with a hint of dark forest green.

Guardian

Shaped slightly like a shield, there are stories of them turning aside the surgeon's blade.

Inquisitor

Slightly twisted and drained of color, healers who use magical means report difficulty with this kind of stubborn organ.

Wednesday, June 12, 2019

The Minds of Magic

It is no secret or mystery that magic warps the mind and body. But rarely does one shatter the skull of a dead mage and root around at the flesh within. Those who do will find strange things inside...

Dragoner

Beginning to grow scales, and burning like embers from between the folds.

Shrine maiden

Open and porcelain, it can hold a candle and allow it to burn indefinitely.

Necromancer

Pale and wet, it softly steams with smokey blue flame, especially if pierced or pressed.

Witch

A squirming, crawling thing with teeth and fur between the folds of its flesh, it will crawl away and escape if left alone.

Summoner

Full of holes, none of which lead where they should. It amplifies sound.

Illusionist

Mirrored and shining, it is heavy but cannot be touched as long as you can see it.

Druid

A fibrous mass of slowly growing plant matter. May be hard to remove, if the roots have spread into the skull.

Sorcerer

Shaped like a spiral, with traces of energy and fluids swirling around its folds.

Magician

A dazzling but fragile thing, its blood is flashing lights and its substance is mush.

Holy medium

Dry, brittle and pale, but with a soft glow. If water is poured through it, the water will be pure and clear.

Magic user brains can be used as Ingredients for Alchemy.

Friday, June 7, 2019

Halo generator

For when you really just need to roll up some kind of weird halo, be it for strange gods, bizarre angels, or even a really out there OC if need be. This can be helpful for a god/religion generator I'm working on.

Shape

  1. Circular
  2. Traingular
  3. Square
  4. Lines
  5. Flame
  6. Symbol

Color

  1. White
  2. Gold
  3. Black
  4. Rainbow
  5. Mirrored
  6. Clear

Area

  1. Above the head
  2. Behind the head
  3. Behind the shoulders
  4. Behind the hips
  5. Behind the hands
  6. Below the feet

Effect

  1. Glowing
  2. Dripping
  3. Crackling
  4. Spiked
  5. Spinning
  6. Rippling

Wednesday, May 8, 2019

Slime Saviors

Late in the night, a small but finely-specialized slime creature slips into the mouth of a party member. It is a mild parasite, which causes compulsions. It carries the knowledge of the slime queen's eggs that were stolen and are in the town of Vergum, and a request that the party recover them.

The target makes a will save when they awake. If they fail, life feels pointless and dreary unless they are actively working toward saving the eggs, and they will gain no exp until the eggs are back in the queen's care. On a success, the target knows of the eggs and the slime's plight, and will know of the desperation of the queen.

Vergum is a minor town most notable for its beekeepers and honey exports. Lately the town has had a growing problem of monstrous slime, attacking a few beehives and consuming the honey. Luckily for them, very recently a lazy baker named Dentch returned to town with a sack of delicious slime eggs, after setting out in the night. He claimed to have journeyed into the lair of the slime and slayed them all, capturing the eggs for a feast. When the party arrives in town, preparations for the feast are underway.

If Dentch is interrogated, he will admit that he snuck into the slime nest wearing a cloak soaked in vinegar to mask his scent, and stole the eggs while the slime were resting. He will insist that they should be dead, because he threw powdered lye and fled as soon as they begun to stir.

When the party brings the eggs back to the slime queen, she can grant them one of two specialized slime organisms. One can replace a missing limb, acting in that limb's place with the additional ability of being able to stretch up to five meters outside of combat. The other can restore one wound each week, so long as it is fed at least one ration per day or about a rabbit's worth of living flesh.

The eggs are actually tiny slime creatures, too small to even move. If they are fed enough, they can quite quickly grow large enough to make their own way back to the nest, which will cause quite a commotion in the small town.

Tuesday, April 23, 2019

Elementals generator

Based quite a lot on an elemental generator I found a while back, but couldn't find again. They gave me the idea to have elemental animals and hybrids. This one is very simple and quick, as is my wont.

Element

  1. Fire
  2. Lightning
  3. Ice
  4. Oil
  5. Shifting
  6. Hybrid (roll twice and use the best or worst attributes of both)

Form

  1. Humanoid
  2. Herbivore
  3. Carnivore
  4. Dinosaur
  5. Geometric (such as a sphere, cube, tetrahedron)
  6. Shapeless

Herbivore

  1. Rabbit
  2. Jay
  3. Deer
  4. Horse
  5. Sturgeon (flying)
  6. Warthog

Carnivore

  1. Bear
  2. Lynx
  3. Wolf
  4. Hawk
  5. Shark
  6. Fox

Dinosaur

  1. Velociraptor
  2. T-Rex
  3. Triceratops
  4. Pterodactyl
  5. Stegosaurus
  6. Apatoaur

Motive

  1. Seeking similar elements
  2. Seeking disparate elements
  3. Violent
  4. Curious
  5. Frightened
  6. Inscrutable

Hit dice

  1. Weak
  2. Moderate
  3. Tough
  4. Strong
  5. Formidable
  6. Terrifying

Examples

Ice, herbivore, warthog, seeking similar elements, formidable
A huge warthog with ice crystals jutting from its back, and tusks made of ice crystals. It seeks cold and water, and is enraged by fire.

Oil, dinosaur, pterodactyl, seeking disparate elements, weak
Slick triangular wings drip trails of oil to the ground as this pointed creature slips through the air. It seeks to dilute water and encourage fires.

Oil, carnivore, shark, violent, terrifying
Staining the water with its passage, this selachian leviathan slaughters all that it sees, devouring fish seemingly without ceasing and murdering whales.

Monday, March 11, 2019

Proficiency

My weapon types are copied directly from Spells & Steel, seen here: https://spellsandsteel.blogspot.com/2012/09/weapon-behaviour-simplifying.html
As a HEMA practitioner (or former practitioner), he has some excellent insights into weapon behavior and combat mechanics, and I would highly recommend the blog if you have as much interest in this stuff as I do.

I will restate the weapon types here in my own words:
Light weapons: dagger, knuckles, kama, katar, cudgel, etc. Possibly whips as well.
Balanced weapons: arming sword, long sword, spear, bo staff, etc.
Mass weapons: axe, mace, flail (if you decide to include them), hammer, etc.
Reach weapons: poleaxe/polehammer, greatsword, etc.

The general jist of it is pretty easy to understand. For damage, it will always be dealt in increments of d6. Light weapons deal the lower of 2d6, and other weapons will deal 1d6 if one handed, or the higher of 2d6 if two handed. Strength bonus is always added

Everyone is proficient with light weapons, with possible exceptions for particularly exotic ones, and combat trained classes get proficiency with all melee weapons and armor. They can choose to exchange one melee proficiency for one rank in a ranged skill. Combat capable classes get one choice of melee or ranged proficiency, and one choice of armor or shield proficiency.

If wielding a weapon that you are not proficient with, you cannot parry or feint with it. Each character can have one personal weapon to become proficient with, after they have dealt damage with it to three different foes. This only applies to that specific weapon, not other weapons of its type, and if they decide to become personally proficient with a new weapon, they are no longer proficient with the previous one.

Unarmed attacks deal 1 damage plus strength bonus by default. With martial arts training, you can parry unarmed attacks while unarmed, and deal the lower of 2d6. With martial arts mastery, you can parry weapons while unarmed, and deal the higher of 2d6.

For ranged weapons, I would have two skills; archery and throwing. Each range increment incurs cumulative a penalty of -1, and trick shots require a difficult check. Range increments would generally differ depending on the weapon. Perhaps a third skill such as 'firing' for crossbows and guns, but these would be rare and expensive, unavailable for a new character.