you're a fighter, like the knight and the stalker. the knight has "honor" (at least in their own eyes), the stalker has cunning and stealth. you have fury.
by far a better martial fighter than any other class, the marauder is also less reliant on technology and equipment than the other martial fighters.
you start with a weapon with 10 notches and scars from a wound (eyepatch, missing hand).
perk: you're obviously scary. enemies have -1 on morale rolls around you.
drawback: you're obviously scary. potentially non-hostile strangers are afraid of you, -1 to reaction rolls.
A - +1 attack per round, bloody - you can crit with damage rolls: if you roll a 6 on a d6 (or an 8 on a d8) deal double damage.
B - +1 attack, dismember - 1/day dismember any opponent = your HD or lower with a successful attack.
C - tough - take 1/2 damage from one attack, but gain a scar every time you do so.
D - sunder - you can sunder your weapon to deal an automatic critical hit
Showing posts with label sci fi. Show all posts
Showing posts with label sci fi. Show all posts
Wednesday, July 8, 2020
knights
knights are called knights in this strange planet because they have an air of authority about them. the four most important "authorities" in the realm are ooze, chrome, crystal and star, and knights are oath-bound to one of these factions.
you start with a Hi-Tech Melee Weapon, Ranged Weapon or Tool and Scrap Armor.
perk: Bodyguard: If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.
drawback: you are hated by the enemies of your faction (the bone hates ooze knights, the ooze hates the star knights, the star hates crystal knights, the crystal hates bone knights)
A - +1 Attack, Parry: Whenever you succeed at a defense roll, you automatically deal counterattack damage.
B - Weapon technique (see item table).
C - +1 Attack, Reward: your chosen faction provides you with a special item (see below).
D - Nobility : your faction gives you a property.
STAR KNIGHT
reward: radiation-helm
property: star-fortress.
OOZE KNIGHT
reward: dream-slime
property: slime cave / dream-house
HOLO KNIGHT
reward: reality crystal
property: prism
CHROME KNIGHT
reward: resurrection spike, a cryopod,
property: star-fortress, star-tower
you start with a Hi-Tech Melee Weapon, Ranged Weapon or Tool and Scrap Armor.
perk: Bodyguard: If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.
drawback: you are hated by the enemies of your faction (the bone hates ooze knights, the ooze hates the star knights, the star hates crystal knights, the crystal hates bone knights)
A - +1 Attack, Parry: Whenever you succeed at a defense roll, you automatically deal counterattack damage.
B - Weapon technique (see item table).
C - +1 Attack, Reward: your chosen faction provides you with a special item (see below).
D - Nobility : your faction gives you a property.
STAR KNIGHT
reward: radiation-helm
property: star-fortress.
OOZE KNIGHT
reward: dream-slime
property: slime cave / dream-house
HOLO KNIGHT
reward: reality crystal
property: prism
CHROME KNIGHT
reward: resurrection spike, a cryopod,
property: star-fortress, star-tower
lurker
this world is an irradiated wasteland full of monsters and powerful people who want to steal your organs or kill you in the name of the star-god. they aren't going to kill you first. there are things that go bump in the night, you are the one who bumps back.
counterpart to the mechanist and the wanderer. (you're a freak who spends their time knee deep in trash and you know Secrets).
you start with a gas mask and a weapon with 10 notches.
perk: you can move silently
drawback: your frequent handling of toxic materials has made you extra vulnerable to mutations/radiation. disadvantage on radiation rolls.
A - +1 attack, better backstab: your backstab triple damage instead of double.
B - scavenger: whenever you spend an hour searching rubble or ruins you find... something. it might be hazardous, broken or useless but sometimes you'll find something valuable.
C - +1 attack, weapon technique
D - vault-breaker: you can bypass any lock given enough time and the right tools/explosives.
scavenger table (to-be-completed at a later date):
1d10
1 - cyborg arm. its still being operated remotely by its owner who feels it like a phantom limb. it will flail and strike anyone who approaches it, but only when its sensor is on.
2 - cyborg laser eye. when you put two of the exposed wires together, it shoots a laser. can also be implanted.
3 - psychic toad. the toad can read your thoughts and knows what is behind doors but doesn't want to tell you unless you feed him a live fly.
4 - flare, shoots a jet of fire for 1d4 rounds.
5 - cracked reality crystal. it has a house in its pocket reality but gravity doesn't work and it crashes and reboots with no memory after every hour.
6 - land map. reveals location of a nearby dungeon.
7 - dungeon map. reveals one floor of a nearby dungeon.
8 - monster autopsy notes. reveals the secret weakness of a random creature.
9 - dead warlock. has a spelldrive in their head but that might be what killed them.
10 - random hi tech item.
counterpart to the mechanist and the wanderer. (you're a freak who spends their time knee deep in trash and you know Secrets).
you start with a gas mask and a weapon with 10 notches.
perk: you can move silently
drawback: your frequent handling of toxic materials has made you extra vulnerable to mutations/radiation. disadvantage on radiation rolls.
A - +1 attack, better backstab: your backstab triple damage instead of double.
B - scavenger: whenever you spend an hour searching rubble or ruins you find... something. it might be hazardous, broken or useless but sometimes you'll find something valuable.
C - +1 attack, weapon technique
D - vault-breaker: you can bypass any lock given enough time and the right tools/explosives.
scavenger table (to-be-completed at a later date):
1d10
1 - cyborg arm. its still being operated remotely by its owner who feels it like a phantom limb. it will flail and strike anyone who approaches it, but only when its sensor is on.
2 - cyborg laser eye. when you put two of the exposed wires together, it shoots a laser. can also be implanted.
3 - psychic toad. the toad can read your thoughts and knows what is behind doors but doesn't want to tell you unless you feed him a live fly.
4 - flare, shoots a jet of fire for 1d4 rounds.
5 - cracked reality crystal. it has a house in its pocket reality but gravity doesn't work and it crashes and reboots with no memory after every hour.
6 - land map. reveals location of a nearby dungeon.
7 - dungeon map. reveals one floor of a nearby dungeon.
8 - monster autopsy notes. reveals the secret weakness of a random creature.
9 - dead warlock. has a spelldrive in their head but that might be what killed them.
10 - random hi tech item.
wanderer
you are a mysterious stranger, a lonely warrior, a far-traveler. you know things about this world because you've seen them. you know how to survive on this planet.
you start with a random scrap weapon, and an all-temperature cloak, or a recycling suit.
perk: pick 3 hexes on the map, you know something about those places, ask the GM whatever questions you want and they have to answer one question per hex.
drawback: a scar from a close call. randomly choose a monster that you are still terrified by.
A - +1 Defense, Stranger: people trust you easily. +1 to reaction rolls.
B - +1 Defense, Gunslinger: +1 ranged attack per round.
C - Weathered: you have advantage against any environmental hazard (toxic gas, radiation, plasma storms, sentient lightning, acid rain, etc.)
D - Nomad: you can navigate your way to any location you've visited before in half the time it would normally take to get there.
you start with a random scrap weapon, and an all-temperature cloak, or a recycling suit.
perk: pick 3 hexes on the map, you know something about those places, ask the GM whatever questions you want and they have to answer one question per hex.
drawback: a scar from a close call. randomly choose a monster that you are still terrified by.
A - +1 Defense, Stranger: people trust you easily. +1 to reaction rolls.
B - +1 Defense, Gunslinger: +1 ranged attack per round.
C - Weathered: you have advantage against any environmental hazard (toxic gas, radiation, plasma storms, sentient lightning, acid rain, etc.)
D - Nomad: you can navigate your way to any location you've visited before in half the time it would normally take to get there.
cyborgs
Each cybernetic enhancement takes a toll on your body. You can only have as many cybernetics as you have Body slots, but you can replace any existing body part to gain a new slot.
1d20 - CYBERNETIC ENHANCEMENTS:
1. Bionic Arm
+4 Strength Score. With a successful melee attack, can sunder weapons by crushing them.
2. Prosthetic Limb
Replaces a lost limb.
3. Optical Bioscanner
You can see the vital signals of visible creatures and assess their level of threat (HP values and number of Hit Dice).
4. Robotics Blueprint Database
You can sometimes detect weaknesses in Robots. Save allowed.
1d4 - Robot Weakness
1 Flawed locomotion design. Limbs can be disabled if hit in the right spot.
2 Facial recognition dependent targeting. High contrast face paint or masks can confuse the robots sensors. Weapons won’t target anyone wearing these.
3 Poorly insulated processor. An electrical charge to a certain hard-to-hit spot will deactivate the robot.
4 Faulty power supply. If you are able to open the access panel, the robot’s power supply can be rewired to self-destruct.
5. Optical Thermoscanner
You can see heat. Useful for tracking organics but ineffective against robots.
6. Nocturnal Optics
At night you can see perfectly in the dark and gain +2 to all attacks.
7. Revenant Wiring
Your body will keep fighting for 3 rounds even after you’re dead with full temporary hit points.
8. Emergency Stabilizer
Injects a healing serum as soon as you reach a programmable HP level (default 0), serum heals 4 damage.
9. Gecko Anchors
You can climb sheer surfaces.
10. Dermal Armor
Permanent +4 Armor.
11. Embedded Weapon
Retractable and hidden version of a random weapon. 75% chance lo-tech, 25% chance hi-tech.
12. Hyper-Elastic Ankle Tendons
Double move speed (60’), deal 4 damage with kicks.
13. Arm-Lock Actuator
+2 ranged attacks.
14. Pneumatic Pentaceps
Jump triple your height.
15. Vampyric Mandible
Metal-fanged bite deals 4 damage and heals you for 4 points.
16. Phase Harmonic Modulator
1/day move through solids, become immaterial for 1 round.
17. Satellite Linked Nav-Overlay
You can always tell where you are on the hex map, and you can detect mass heat-signals (cities and other populated areas) anywhere within your hex.
18. Laser Vision
You can shoot lasers from your eyes which deal 6 damage.
19. Retractable Mechanist Devices
You can repair and modify machinery and robots without any tools. You still need materials and parts.
20. Brain Jar
Your brain is held in a glass-domed jar of brightly colored fluid. You can detach the jar from its socket between your shoulders and connect it to a robot’s chassis to take control of that robot. Your body can only endure this for up to 1 hour/day and is incapacitated and very vulnerable during this time.
1d20 - CYBERNETIC ENHANCEMENTS:
1. Bionic Arm
+4 Strength Score. With a successful melee attack, can sunder weapons by crushing them.
2. Prosthetic Limb
Replaces a lost limb.
3. Optical Bioscanner
You can see the vital signals of visible creatures and assess their level of threat (HP values and number of Hit Dice).
4. Robotics Blueprint Database
You can sometimes detect weaknesses in Robots. Save allowed.
1d4 - Robot Weakness
1 Flawed locomotion design. Limbs can be disabled if hit in the right spot.
2 Facial recognition dependent targeting. High contrast face paint or masks can confuse the robots sensors. Weapons won’t target anyone wearing these.
3 Poorly insulated processor. An electrical charge to a certain hard-to-hit spot will deactivate the robot.
4 Faulty power supply. If you are able to open the access panel, the robot’s power supply can be rewired to self-destruct.
5. Optical Thermoscanner
You can see heat. Useful for tracking organics but ineffective against robots.
6. Nocturnal Optics
At night you can see perfectly in the dark and gain +2 to all attacks.
7. Revenant Wiring
Your body will keep fighting for 3 rounds even after you’re dead with full temporary hit points.
8. Emergency Stabilizer
Injects a healing serum as soon as you reach a programmable HP level (default 0), serum heals 4 damage.
9. Gecko Anchors
You can climb sheer surfaces.
10. Dermal Armor
Permanent +4 Armor.
11. Embedded Weapon
Retractable and hidden version of a random weapon. 75% chance lo-tech, 25% chance hi-tech.
12. Hyper-Elastic Ankle Tendons
Double move speed (60’), deal 4 damage with kicks.
13. Arm-Lock Actuator
+2 ranged attacks.
14. Pneumatic Pentaceps
Jump triple your height.
15. Vampyric Mandible
Metal-fanged bite deals 4 damage and heals you for 4 points.
16. Phase Harmonic Modulator
1/day move through solids, become immaterial for 1 round.
17. Satellite Linked Nav-Overlay
You can always tell where you are on the hex map, and you can detect mass heat-signals (cities and other populated areas) anywhere within your hex.
18. Laser Vision
You can shoot lasers from your eyes which deal 6 damage.
19. Retractable Mechanist Devices
You can repair and modify machinery and robots without any tools. You still need materials and parts.
20. Brain Jar
Your brain is held in a glass-domed jar of brightly colored fluid. You can detach the jar from its socket between your shoulders and connect it to a robot’s chassis to take control of that robot. Your body can only endure this for up to 1 hour/day and is incapacitated and very vulnerable during this time.
psychics
Psychics have a number of Psi-Dice (d6s) that work like magic dice, except whenever you use a Psychic power you have to use all of them at once.
L indicates the level of the Psychic/number of psi dice used
Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.
1d20 - PSYCHIC POWERS:
1. Telekinesis
R: 10’xL T: 1 D: 0
mage hand, precise telekinesis, throwing small objects as projectiles, unarmed attacks at ranged.
2. Stunning Force
R: 10’xL T: 1 D: 0
imprecise telekinesis, concussive blast, force push.
3. Pyrokinesis
R: 10’xL T: 1 D: 0
flame manipulation, fireball, no firebolt, hard to control area destruction, requires fire source.
4. Cryokinesis R: 10’xL T: 1 D: 0
Ice manipulation, cryoblast, ice spear, requires water source.
5. Sunder Mind R: 10’xL T: 1 D: 0
Precise mental attack. Exploding dice -> exploding heads.
6. Suspend Animation R: 10’xL T: 1 D: 10xL minutes
Target becomes cryogenically frozen, unharm-able and paralyzed. On self, can last any duration.
7. Precognition R: 10’xL T: 1 D: [sum]
Play [sum] rounds into the future and then revert back to when you used this power (ask what if, get a do-over).
8. Invisibility R: Self T: 1 D: 10xL minutes.
Can’t be seen, except by heat-sensors.
9. Teleportation R: 10’xL T: 1 D: 0
Instantly jump to a visible or near location. Can be activated as reaction to dodge an attack. ]
10. Levitation R: 10’xL T: 1 D: 10xL minutes.
Float self or object 10xL’ feet into the air. Move at normal speed.
11. Bio-psionics R: 10’xL T: 1 D: 0
Heal [sum points] or warp flesh [sum damage].
12. Mind-control R: 10’xL T: 1 D: 10xL minutes
Create illusions, cause enemies to flee in fear, turn on their allies, surrender, etc. Save allowed, cannot force enemies to directly harm themselves.
13. Telepathy R: 100’x[sum] T: 1 D: LxHours
Mind reading. Save allowed. Can also be used for silent communication at range.
14. Light-Control R: 10’xL T: 1 D: 0
Can be cast as reaction, bend/redirect lasers and beams. Blinding attack. Requires light source.
15. Force Field R: 10’xL T: Self D: [L] rounds
Can be activated as reaction, blocks Lx10 damage and then breaks.
16. Empath R: Touch T: 1 D: 0
Target feels what you feel and vice versa. You deal as much damage as the HP you currently have lost.
17. Phase R: 0 T: self D: [L] Rounds
Move through solids, become immaterial
18. Death-Field R: 10’xL T: area D: 0
Knocks the Psychic unconscious for [sum] hours, everyone else in range is reduced to 1HP.
19. Warp Space* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
1d4 - Portal Destination
1 Random location within sight.
2 Random location within current hex.
3 Random location on hex-map/planet.
4 Random location in star system (99% chance its just empty vacuum space).
20. Warp Time* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
2d8 - Portal Destination
2-3 Random time 1d10 years in the past.
4-5 Random time 1d10 days in the past.
6-7 Random time 1d10 hours in the past.
8-10 Random time 1d10 minutes in the past.
11-12 Random time 1d10 minutes in the future.
13-14 Random time 1d10 hours in the future.
15 Random time 1d10 days in the future.
16 Random time 1d10 years in the future.
*These powers are potentially hard to deal with at the table/without extra preparation, GMs discretion if they are allowed.
L indicates the level of the Psychic/number of psi dice used
Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.
1d20 - PSYCHIC POWERS:
1. Telekinesis
R: 10’xL T: 1 D: 0
mage hand, precise telekinesis, throwing small objects as projectiles, unarmed attacks at ranged.
2. Stunning Force
R: 10’xL T: 1 D: 0
imprecise telekinesis, concussive blast, force push.
3. Pyrokinesis
R: 10’xL T: 1 D: 0
flame manipulation, fireball, no firebolt, hard to control area destruction, requires fire source.
4. Cryokinesis R: 10’xL T: 1 D: 0
Ice manipulation, cryoblast, ice spear, requires water source.
5. Sunder Mind R: 10’xL T: 1 D: 0
Precise mental attack. Exploding dice -> exploding heads.
6. Suspend Animation R: 10’xL T: 1 D: 10xL minutes
Target becomes cryogenically frozen, unharm-able and paralyzed. On self, can last any duration.
7. Precognition R: 10’xL T: 1 D: [sum]
Play [sum] rounds into the future and then revert back to when you used this power (ask what if, get a do-over).
8. Invisibility R: Self T: 1 D: 10xL minutes.
Can’t be seen, except by heat-sensors.
9. Teleportation R: 10’xL T: 1 D: 0
Instantly jump to a visible or near location. Can be activated as reaction to dodge an attack. ]
10. Levitation R: 10’xL T: 1 D: 10xL minutes.
Float self or object 10xL’ feet into the air. Move at normal speed.
11. Bio-psionics R: 10’xL T: 1 D: 0
Heal [sum points] or warp flesh [sum damage].
12. Mind-control R: 10’xL T: 1 D: 10xL minutes
Create illusions, cause enemies to flee in fear, turn on their allies, surrender, etc. Save allowed, cannot force enemies to directly harm themselves.
13. Telepathy R: 100’x[sum] T: 1 D: LxHours
Mind reading. Save allowed. Can also be used for silent communication at range.
14. Light-Control R: 10’xL T: 1 D: 0
Can be cast as reaction, bend/redirect lasers and beams. Blinding attack. Requires light source.
15. Force Field R: 10’xL T: Self D: [L] rounds
Can be activated as reaction, blocks Lx10 damage and then breaks.
16. Empath R: Touch T: 1 D: 0
Target feels what you feel and vice versa. You deal as much damage as the HP you currently have lost.
17. Phase R: 0 T: self D: [L] Rounds
Move through solids, become immaterial
18. Death-Field R: 10’xL T: area D: 0
Knocks the Psychic unconscious for [sum] hours, everyone else in range is reduced to 1HP.
19. Warp Space* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
1d4 - Portal Destination
1 Random location within sight.
2 Random location within current hex.
3 Random location on hex-map/planet.
4 Random location in star system (99% chance its just empty vacuum space).
20. Warp Time* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
2d8 - Portal Destination
2-3 Random time 1d10 years in the past.
4-5 Random time 1d10 days in the past.
6-7 Random time 1d10 hours in the past.
8-10 Random time 1d10 minutes in the past.
11-12 Random time 1d10 minutes in the future.
13-14 Random time 1d10 hours in the future.
15 Random time 1d10 days in the future.
16 Random time 1d10 years in the future.
*These powers are potentially hard to deal with at the table/without extra preparation, GMs discretion if they are allowed.
mutants
MUTATIONS
Mutants gain one of the following mutations upon character creation and more can develop through play. Whenever you're in an irradiated zone
1d20 - mutations
1. Multiple Arms
+1 attack per round.
2. Multiple Legs
Move twice as far in a round (60’).
3. Carapace / Protective Skin
Permanent +4 Armor. Once a day you must shed your skin like a snake and you are vulnerable during this process.
4. Extra/Segmented Eyes
+2 to all ranged attacks.
5. Heightened Vision
1d4
1 Heat Vision
2 Detect Psychic Wavelength
3 Detect Electronic Activity
4 X-Ray Vision, see through walls
6. Photosynthetic Skin
You can go without food as long as you spend time (1 hour/day) basking in the sun.
7. Regeneration
Every round regain 1 HP.
8. Amphibious
Must consume water through your skin and generally keep yourself damp. Can breathe underwater and swim at run speed.
9. Chameleon Skin
If you don’t move for 1 round you can blend into your environment. As long as no one inspects you too closely you will be unnoticed.
10. Heightened Hearing
Roll under WISDOM to detect movement within 100’.
11. Enhanced Strength/Agility
+4 to Strength or Agility Score, choose.
12. Electrical Skin
Like an eel, generate electric shocks by touch. Can also be used to sabotage electronics (save or paralyze robot for 1d6 rounds).
13. Gas Generation
Large holes in your body can release a gas cloud (20’ area) with one of the following effects, chosen at character creation:
1d4
1 Poison - 4 damage.
2 Smoke - Impairs vision.
3 Healing - Heals 4 damage.
4 Flammable - 6 damage when ignited.
14. Frog-Like Poisonous Secretion
Inflict via touch. Can be used for arrow-tips or melee weapons, you secrete enough for 1 dose/day. Deals 4 damage.
15. Flammable venom
Spit a gout of flammable venom. Range: 20’, covers a 10’ area. 6 damage when ignited.
16. Grasshopper Legs
You can jump 20’ into the air and survive falls of 40’ without taking any damage.
17. Tunneling Claws
Your hands deal 2 damage and you can use them to move through dirt and other materials at 1/4 your normal speed (5’).
18. Face-Changing
You can assume the appearance of any human you’ve previously seen.
19. Fleshy/Insectoid Wings
You can fly at normal speed for 3 rounds before becoming exhausted.
20. Bone Spear/Crab/Tentacle Arm
Your arm deals 4 damage but can’t use normal weapons.
Mutants gain one of the following mutations upon character creation and more can develop through play. Whenever you're in an irradiated zone
1d20 - mutations
1. Multiple Arms
+1 attack per round.
2. Multiple Legs
Move twice as far in a round (60’).
3. Carapace / Protective Skin
Permanent +4 Armor. Once a day you must shed your skin like a snake and you are vulnerable during this process.
4. Extra/Segmented Eyes
+2 to all ranged attacks.
5. Heightened Vision
1d4
1 Heat Vision
2 Detect Psychic Wavelength
3 Detect Electronic Activity
4 X-Ray Vision, see through walls
6. Photosynthetic Skin
You can go without food as long as you spend time (1 hour/day) basking in the sun.
7. Regeneration
Every round regain 1 HP.
8. Amphibious
Must consume water through your skin and generally keep yourself damp. Can breathe underwater and swim at run speed.
9. Chameleon Skin
If you don’t move for 1 round you can blend into your environment. As long as no one inspects you too closely you will be unnoticed.
10. Heightened Hearing
Roll under WISDOM to detect movement within 100’.
11. Enhanced Strength/Agility
+4 to Strength or Agility Score, choose.
12. Electrical Skin
Like an eel, generate electric shocks by touch. Can also be used to sabotage electronics (save or paralyze robot for 1d6 rounds).
13. Gas Generation
Large holes in your body can release a gas cloud (20’ area) with one of the following effects, chosen at character creation:
1d4
1 Poison - 4 damage.
2 Smoke - Impairs vision.
3 Healing - Heals 4 damage.
4 Flammable - 6 damage when ignited.
14. Frog-Like Poisonous Secretion
Inflict via touch. Can be used for arrow-tips or melee weapons, you secrete enough for 1 dose/day. Deals 4 damage.
15. Flammable venom
Spit a gout of flammable venom. Range: 20’, covers a 10’ area. 6 damage when ignited.
16. Grasshopper Legs
You can jump 20’ into the air and survive falls of 40’ without taking any damage.
17. Tunneling Claws
Your hands deal 2 damage and you can use them to move through dirt and other materials at 1/4 your normal speed (5’).
18. Face-Changing
You can assume the appearance of any human you’ve previously seen.
19. Fleshy/Insectoid Wings
You can fly at normal speed for 3 rounds before becoming exhausted.
20. Bone Spear/Crab/Tentacle Arm
Your arm deals 4 damage but can’t use normal weapons.
mechanist
in knave, equipment defines characters. if you have a spellbook, you can be a wizard. this changes the role that loot and equipment plays in the game. similarly, in OOZESTAR (constantly changing working title) technology is really important.
similar to the artificer in D&D, the mechanist deals with items. you can break technology into its component parts, you can build new things, and you can add to existing items to improve them.
you start with one piece of hi-tech equipment of any kind and one schematic.
perk: you have the tech skill
drawback: everything you build will break after 3 uses and can be repaired with more parts.
A - +1 Tech, +2 Schematics (1-10)
B - +1 Tech, +1 Schematics (1-18)
C - +1 Tech, +1 Schematics (10-20)
D - +1 Tech
tech is a skill, (starts at a 1-in-6 chance) so any character can learn to use it but only the mechanist starts with it.
with sufficient tools and time turn 1 part into a scrap item (knife), turn 2 parts into a lo-tech item (grenade, special bullet), turn 3 parts into a hi-tech item
parts can be flux capacitors, power cells, motherboards, data-drives, tubes, pistons, you name it. they all take up 1 slot each. everything you build is unique, so even if you built a laser rifle it wouldn't be the same as any that you could find while looting the ruins.
when disassembling technology: you may turn a hi tech item into 3 parts, turn a lo-tech item into 2 parts, or turn a scrap item into 1 part.
turn 1 part into a scrap item (knife), turn 2 parts into a lo-tech item (grenade, special bullet), turn 3 parts into a hi-tech item
1d20 schematics table:
mods
1- bayonet
2- scope
3- battery powered
4- armored
5- light
6- quiet
7- timer
8- pressure plate
9- healing
10- self-destruct button
items
11- pistol
12- self stabbing dagger
13- bastard's collapsible sword (changes sizes)
14- firebomb
15- slimegun
16- grappling hook gauntlet
17- magno-shield
hi tech items
18- gravity axe
19- laser flail
20- plasma cloak
similar to the artificer in D&D, the mechanist deals with items. you can break technology into its component parts, you can build new things, and you can add to existing items to improve them.
you start with one piece of hi-tech equipment of any kind and one schematic.
perk: you have the tech skill
drawback: everything you build will break after 3 uses and can be repaired with more parts.
A - +1 Tech, +2 Schematics (1-10)
B - +1 Tech, +1 Schematics (1-18)
C - +1 Tech, +1 Schematics (10-20)
D - +1 Tech
tech is a skill, (starts at a 1-in-6 chance) so any character can learn to use it but only the mechanist starts with it.
with sufficient tools and time turn 1 part into a scrap item (knife), turn 2 parts into a lo-tech item (grenade, special bullet), turn 3 parts into a hi-tech item
parts can be flux capacitors, power cells, motherboards, data-drives, tubes, pistons, you name it. they all take up 1 slot each. everything you build is unique, so even if you built a laser rifle it wouldn't be the same as any that you could find while looting the ruins.
when disassembling technology: you may turn a hi tech item into 3 parts, turn a lo-tech item into 2 parts, or turn a scrap item into 1 part.
turn 1 part into a scrap item (knife), turn 2 parts into a lo-tech item (grenade, special bullet), turn 3 parts into a hi-tech item
1d20 schematics table:
mods
1- bayonet
2- scope
3- battery powered
4- armored
5- light
6- quiet
7- timer
8- pressure plate
9- healing
10- self-destruct button
items
11- pistol
12- self stabbing dagger
13- bastard's collapsible sword (changes sizes)
14- firebomb
15- slimegun
16- grappling hook gauntlet
17- magno-shield
hi tech items
18- gravity axe
19- laser flail
20- plasma cloak
Monday, July 6, 2020
warlocks
you wield magic in a world of technology. your magic is stored in a spelldrive.
spelldrives look like floppy discs and embed themselves surgically into a port which your first one implanted on the back of your head.
Some people say Spelldrives contain ancient data rituals so complex that they would fill vast libraries if recorded in readable text. Others say that Spelldrives contain alien technology beyond any possible understanding. They also give you the memories of all of the Warlocks who have used the drive before you. as your magical skill increases you will uncover more and more of the encrypted secrets hidden within. when you gain spells, roll on your current spelldrive's spell list.
perk: Your spell drive allows you to communicate with any other wizard using the same spell drive, sort of like the internet but inside your head
drawback: Your spelldrive is permanently embedded into your mind slot. You can only fit as many spelldrives as you have Magic Dice in your head
A- +1 MD, +2 Spells (1-6)
B- +1 MD, +1 Spell (1-8)
C- +1 MD, +1 Spell (1-10)
D- +1 MD
1d10 SPELLDRIVES
1. Biomancy
2. Neuromancy (Alternate)
3. Pyromancy (Alternate)
4. Cryomancy
5. Necromancy
6. Illusion
7. Astromancy (Alternate)
8. Radiomancy
9. Floramancy
10. Somnamancy (Alternate)
BIOMANCER
Perk: When you drink a potion, you have a 50% chance to recycle it via whatever orifice you prefer. You have 10 minutes to excrete the potion. You start with two black thumb rings (the secret mark of your profession) and a random potion.
Drawback: Whenever you receive magical healing, Save or gain a mutation. The regeneration spell does not trigger this.
Cantrips
1. Transfer a blemish or cosmetic feature from one creature to another. You could swap eye colours with an elf or pull warts off a toad and put them on a princess. You cannot transfer significant effects (poison glands, wings, etc.).
2. Taste blood to tell what kind of creature it came from.
3. If you wish, your appearance will no longer age. Once you activate this, you will always look the same age. This may fail in times of dire stress.
Spells
1. Acid Arrow
2. Alter Self
3. Animate Potion
4. Extract Venom
5. Shrivel
6. Hand of the Hound
7. Infantilize
8. Monsterize
9. Regeneration
10. Blood Jelly
Emblem Spells
11. Wave of Mutilation
12. Mutate
NEUROMANCER
Power: Can cast spells without speaking or moving your hands, as long as they are Psychomancer spells.
Drawback: Can constantly hear the "loudest" thoughts of people within 100', "loudest" here being defined by the thought most prominent in their mind. For example, if your friend's feet hurt, his "loudest" thought might be "Gee, my feet hurt." This makes concentrating on anything difficult at best.
Psychomancer starting spells:
1d10
1- Army of One
2- Telerend
3- Detect Attention
4- Force of Personality
5- Hijack Vision
6- Hypnotic Laser
7- Lead Tongue
8- Rewrite Memories
9- See Invisibility
10-Stand Firm
11- Take Captive
12- Telepathy
13- Detect Psychic Footprints
14- Enthrall
15- Incept
16- Mental Dominion
PYROMANCER
Perks: can recover one magic die by starting a fire and tending it for an hour. This is your only way of recovering magic dice.
Drawbacks: smell slightly smoked, cannot eat uncooked food. Forbidden to put out fires and cannot cast fire magic if you are soaking wet. Use the Size of fire table below to determine how many magic dice you lose when hit with an equivalent amount of water. Four buckets of water should drench you, as will a barrel full.
Cantrips
1. You can always start a fire, even if the wood is soaked or a gale is blowing.
2. Snap your fingers to summon a flame the size of a candle's for a second. Cannot deal damage.
3. Sense the direction and rough distance to the nearest fire.
Size of fire: [dice]
An apprentice can't yet command a forest fire, and even a master will struggle to make a forest fire do their bidding.
1. torch - can fit in the palm of your hand, perhaps fill a bucket.
2. campfire - size of a barrel or a small child.
3. pyre - size of a cart -or a person- requires two hands to control.
4. bonfire - size of a cottage, requires two hands and half your movement to control
5. conflagration - size of a small keep or forest fire, requires two hands and your whole round to control
1. Control fire
2. Protection from fire
3. Ignite
4. Ancient Flame
5. Wall of Fire
6. Fire Sight
7. Fireball
8. Black Flame
9. Fiery retribution
10. Unburn
11. Heart fire
12. Body of Fire
13. Phoenix
CRYOMANCY
Perks: can recover one magic die by freezing yourself for an hour. This is your only way of recovering magic dice.
Drawbacks:
Cantrips
1. Can turn water into ice, up to 1 gallon.
2. Can create light snowfall in an area up to 10ft.
3.
Size of ice: [dice]
The size of water you may turn to ice/scale of your effects
1. torch - can fit in the palm of your hand, perhaps fill a bucket.
2. campfire - size of a barrel or a small child.
3. pyre - size of a cart -or a person- requires two hands to control.
4. bonfire - size of a cottage, requires two hands and half your movement to control
5. conflagration - size of a small keep or forest fire, requires two hands and your whole round to control
1. Control Ice
2. Circle of Frost
3. Protection from Cold
4. Ice Breath
5. Frostskin
6. Cryogenic Stasis
7. Cryogenic Sleep
8. Cryogenesis
9. Sealed Chamber
10. Cryo-Banishment
NECROMANCER
Perk: You can cause creatures you touch to reroll any Fatal Wounds they are trying to remove in a round. You can allow them to reroll failed tests or force them to reroll successful tests. If a creature successfully removes a Fatal Wound because of the reroll you provided, it permanently loses 1 HP.
Drawback: You require a ritual ingredient to cast your spells. The ingredient has a negligible cost (2cp) and is not consumed, but water, fire, or isolation could render you unable to cast spells. Roll on the Ritual Ingredient List below.
Cantrips
1. You can call on the spirit of a recently dead creature by interrogating its body. Provided the creature died before dawn, and it wasn't particularly pious or exceptionally blasphemous, it will answer 3 of your questions. At dawn, the spirit departs. The dead are rarely coherent or helpful. Answers may be cryptic. If the creature had 3 or more HD, everyone present can see and hear the spirit. Otherwise, only you can see it.
2. You can ritually protect a corpse against possession by unwelcome spirits. Alternatively, you can deliberately invite spirits to possess a corpse. The ritual takes 10 minutes. The most dangerous time is between death and dawn; after that, the corpse becomes less appealing to wandering spirits.
3. You can permanently lose 1 HP to add 1 MD to a spell you are casting. You can only lose 1 HP per spell.
1. Raise Spirit
2. Explode Corpse
3. Death Mask
4. Fear
5. Rot
6. Raise Undead
7. Innocent Revenant
8. Command Undead
9. Fog
10. Death Scythe
11. Finger of Death
12. Fatal Doom
ILLUSIONIST / LUMEMANCER / CRYSTAL WIZARD
Perk: Your illusion spells have a duration of “Concentration + 1 minute”. You start with rainbow-coloured gloves. (You also know that reality is a simulation but don’t tell the other characters, it will only freak them out. You can often determine via hunch if things are real or false.)
Drawback: You cannot cast spells unless you can see all 7 primary colours. Your magic supplies the 8th: octarine.
Cantrips:
1. Create a shower of illusory sparks or a puff of illusory smoke from your hands.
2. Touch another caster’s illusion and make and Opposed Intelligence check. If you succeed, you gain control of the illusion.
3. You always know the position of the sun in the sky.
1. Illusion
2. Disguise
3. Prismatic Ray
4. Mirror Image
5. Mirror Object
6. Light
7. Hypnotic Orb
8. Colour Spray
9. Wizard Eyes
10. Wall of Light
11. Mirror Self
12. Fade
CRYSTAL REALITY
ASTROMANCER
Power: Can make your light shine like a flashlight. The light can be any color you like.
Drawback: Cannot sleep without a roof over your head. You probably also have agoraphobia as well. The Stars are spying on you, you're sure of it.
Starting Spell(s)
1- All Things Adjacent
2- Baleful Moon
3- Blinding Halo
4- Contact Outer Sphere
5- Enlarge
6- Focus Light
7- Lucky
8- Meteor Guard
9- Portal
10- Reduce
11- Sun Shower
12- Transpose
13- Calculate Probability
14- Curse
15- Horoscope
16- Teleport
Legendary Spells: Call Meteor, Time Travel
RADIOMANCER
Perk: You have set of clothing which works as a Hazmat suit with built-in wizard hat, protecting you from external radiation. It does not give you armour value, and ceases to function when damaged, though you know how to repair it.
Drawback: Constantly working with radiation has left your genetic code more like a genetic guideline. -4 to saves against mutations.
Cantrips:
1. You can produce or make disappear a Geiger counter, allowing you to measure the ambient radiation level. You can pass this device to others but you cannot produce more than one at the same time. If it leaves your sight it automatically disappears.
2. You can force radiation onto crystal, glass, liquid or gas, making it scintillate and emit light as a candle as long as you touch it.
3. You can determine the exact time of death of any organic thing through carbon dating
1- Photon Multiplier
2- Isotope Tag
3- Excitation
4- Suppression Field
5- Ionise
6- Radioscan
7- Contamination
8- Reactor Exhaust
9- Alpha Insertion
10- Cascade Effect
11- Annihilation
12- Emblem Spells
13- Pripyat Sunrise
14- Mutagenesis
FLORAMANCER
Perk: You can imbue spells into plants that you grow yourself.
Drawback: You must meditate each morning within sight of natural beauty. Even some mold growing on a rock counts. You must describe this to other players. Druids hate you.
Cantrips:
1. Permanently change the colour or form of a small plant.
2. Plants grow just a little bit better in a [level] mile radius around you. It takes at least a season to be noticeable.
3. You can sleep anywhere, in any position, with a few moments notice. You can set environmental conditions that will wake you, such as “sunrise” or “rain.”
Garden Wizard Spell List
1. Clarity
2. Woodbend
3. Dendrigraphy
4. Whirling Staff
5. Locate Animal
6. Magic Missile
7. Obedient Stone
8. Control Earth
9. Light
10. Sleep
11. Wall of Earth
12. Uproot
SOMNAMBULIST / SOMNAMANCER
Perk: When you dream you enter a plane called The Dream for the duration of your sleep. You are incorporeal in the Dream. It is similar in many ways to the area surrounding your body, but with uncanny differences. (No one has any skin. Everyone is replaced by animals. Every object is alive. There’s dirt all over the floor and on your hands its growing flowers.) Everyone in the party can meet in their dreams if they sleep simultaneously. You can make yourself wake up at any moment with a Will Save, even to avoid death.
Drawback: If you die in the dream you die in real life. Lol not really. If you die in the dream whatever killed you starts to feed off of your sleep and you can’t sleep for 1d6 days.
1. Sleep
2. Dream
3. Summon Slime
4. Summon Ooze
5. Summon Memory Slime
6. Summon Dream Eater
7. Dream Projection (Dream while your body is awake/bodyjump/kill someone who you meet in the dream)
8. Summon Dream Monster
9. The Altar of Oobilex
10. Sleep Thief
DREAM HOUSE
spelldrives look like floppy discs and embed themselves surgically into a port which your first one implanted on the back of your head.
Some people say Spelldrives contain ancient data rituals so complex that they would fill vast libraries if recorded in readable text. Others say that Spelldrives contain alien technology beyond any possible understanding. They also give you the memories of all of the Warlocks who have used the drive before you. as your magical skill increases you will uncover more and more of the encrypted secrets hidden within. when you gain spells, roll on your current spelldrive's spell list.
perk: Your spell drive allows you to communicate with any other wizard using the same spell drive, sort of like the internet but inside your head
drawback: Your spelldrive is permanently embedded into your mind slot. You can only fit as many spelldrives as you have Magic Dice in your head
A- +1 MD, +2 Spells (1-6)
B- +1 MD, +1 Spell (1-8)
C- +1 MD, +1 Spell (1-10)
D- +1 MD
1d10 SPELLDRIVES
1. Biomancy
2. Neuromancy (Alternate)
3. Pyromancy (Alternate)
4. Cryomancy
5. Necromancy
6. Illusion
7. Astromancy (Alternate)
8. Radiomancy
9. Floramancy
10. Somnamancy (Alternate)
BIOMANCER
Perk: When you drink a potion, you have a 50% chance to recycle it via whatever orifice you prefer. You have 10 minutes to excrete the potion. You start with two black thumb rings (the secret mark of your profession) and a random potion.
Drawback: Whenever you receive magical healing, Save or gain a mutation. The regeneration spell does not trigger this.
Cantrips
1. Transfer a blemish or cosmetic feature from one creature to another. You could swap eye colours with an elf or pull warts off a toad and put them on a princess. You cannot transfer significant effects (poison glands, wings, etc.).
2. Taste blood to tell what kind of creature it came from.
3. If you wish, your appearance will no longer age. Once you activate this, you will always look the same age. This may fail in times of dire stress.
Spells
1. Acid Arrow
2. Alter Self
3. Animate Potion
4. Extract Venom
5. Shrivel
6. Hand of the Hound
7. Infantilize
8. Monsterize
9. Regeneration
10. Blood Jelly
Emblem Spells
11. Wave of Mutilation
12. Mutate
NEUROMANCER
Power: Can cast spells without speaking or moving your hands, as long as they are Psychomancer spells.
Drawback: Can constantly hear the "loudest" thoughts of people within 100', "loudest" here being defined by the thought most prominent in their mind. For example, if your friend's feet hurt, his "loudest" thought might be "Gee, my feet hurt." This makes concentrating on anything difficult at best.
Psychomancer starting spells:
1d10
1- Army of One
2- Telerend
3- Detect Attention
4- Force of Personality
5- Hijack Vision
6- Hypnotic Laser
7- Lead Tongue
8- Rewrite Memories
9- See Invisibility
10-Stand Firm
11- Take Captive
12- Telepathy
13- Detect Psychic Footprints
14- Enthrall
15- Incept
16- Mental Dominion
PYROMANCER
Perks: can recover one magic die by starting a fire and tending it for an hour. This is your only way of recovering magic dice.
Drawbacks: smell slightly smoked, cannot eat uncooked food. Forbidden to put out fires and cannot cast fire magic if you are soaking wet. Use the Size of fire table below to determine how many magic dice you lose when hit with an equivalent amount of water. Four buckets of water should drench you, as will a barrel full.
Cantrips
1. You can always start a fire, even if the wood is soaked or a gale is blowing.
2. Snap your fingers to summon a flame the size of a candle's for a second. Cannot deal damage.
3. Sense the direction and rough distance to the nearest fire.
Size of fire: [dice]
An apprentice can't yet command a forest fire, and even a master will struggle to make a forest fire do their bidding.
1. torch - can fit in the palm of your hand, perhaps fill a bucket.
2. campfire - size of a barrel or a small child.
3. pyre - size of a cart -or a person- requires two hands to control.
4. bonfire - size of a cottage, requires two hands and half your movement to control
5. conflagration - size of a small keep or forest fire, requires two hands and your whole round to control
1. Control fire
2. Protection from fire
3. Ignite
4. Ancient Flame
5. Wall of Fire
6. Fire Sight
7. Fireball
8. Black Flame
9. Fiery retribution
10. Unburn
11. Heart fire
12. Body of Fire
13. Phoenix
CRYOMANCY
Perks: can recover one magic die by freezing yourself for an hour. This is your only way of recovering magic dice.
Drawbacks:
Cantrips
1. Can turn water into ice, up to 1 gallon.
2. Can create light snowfall in an area up to 10ft.
3.
Size of ice: [dice]
The size of water you may turn to ice/scale of your effects
1. torch - can fit in the palm of your hand, perhaps fill a bucket.
2. campfire - size of a barrel or a small child.
3. pyre - size of a cart -or a person- requires two hands to control.
4. bonfire - size of a cottage, requires two hands and half your movement to control
5. conflagration - size of a small keep or forest fire, requires two hands and your whole round to control
1. Control Ice
2. Circle of Frost
3. Protection from Cold
4. Ice Breath
5. Frostskin
6. Cryogenic Stasis
7. Cryogenic Sleep
8. Cryogenesis
9. Sealed Chamber
10. Cryo-Banishment
NECROMANCER
Perk: You can cause creatures you touch to reroll any Fatal Wounds they are trying to remove in a round. You can allow them to reroll failed tests or force them to reroll successful tests. If a creature successfully removes a Fatal Wound because of the reroll you provided, it permanently loses 1 HP.
Drawback: You require a ritual ingredient to cast your spells. The ingredient has a negligible cost (2cp) and is not consumed, but water, fire, or isolation could render you unable to cast spells. Roll on the Ritual Ingredient List below.
Cantrips
1. You can call on the spirit of a recently dead creature by interrogating its body. Provided the creature died before dawn, and it wasn't particularly pious or exceptionally blasphemous, it will answer 3 of your questions. At dawn, the spirit departs. The dead are rarely coherent or helpful. Answers may be cryptic. If the creature had 3 or more HD, everyone present can see and hear the spirit. Otherwise, only you can see it.
2. You can ritually protect a corpse against possession by unwelcome spirits. Alternatively, you can deliberately invite spirits to possess a corpse. The ritual takes 10 minutes. The most dangerous time is between death and dawn; after that, the corpse becomes less appealing to wandering spirits.
3. You can permanently lose 1 HP to add 1 MD to a spell you are casting. You can only lose 1 HP per spell.
1. Raise Spirit
2. Explode Corpse
3. Death Mask
4. Fear
5. Rot
6. Raise Undead
7. Innocent Revenant
8. Command Undead
9. Fog
10. Death Scythe
11. Finger of Death
12. Fatal Doom
ILLUSIONIST / LUMEMANCER / CRYSTAL WIZARD
Perk: Your illusion spells have a duration of “Concentration + 1 minute”. You start with rainbow-coloured gloves. (You also know that reality is a simulation but don’t tell the other characters, it will only freak them out. You can often determine via hunch if things are real or false.)
Drawback: You cannot cast spells unless you can see all 7 primary colours. Your magic supplies the 8th: octarine.
Cantrips:
1. Create a shower of illusory sparks or a puff of illusory smoke from your hands.
2. Touch another caster’s illusion and make and Opposed Intelligence check. If you succeed, you gain control of the illusion.
3. You always know the position of the sun in the sky.
1. Illusion
2. Disguise
3. Prismatic Ray
4. Mirror Image
5. Mirror Object
6. Light
7. Hypnotic Orb
8. Colour Spray
9. Wizard Eyes
10. Wall of Light
11. Mirror Self
12. Fade
CRYSTAL REALITY
ASTROMANCER
Power: Can make your light shine like a flashlight. The light can be any color you like.
Drawback: Cannot sleep without a roof over your head. You probably also have agoraphobia as well. The Stars are spying on you, you're sure of it.
Starting Spell(s)
1- All Things Adjacent
2- Baleful Moon
3- Blinding Halo
4- Contact Outer Sphere
5- Enlarge
6- Focus Light
7- Lucky
8- Meteor Guard
9- Portal
10- Reduce
11- Sun Shower
12- Transpose
13- Calculate Probability
14- Curse
15- Horoscope
16- Teleport
Legendary Spells: Call Meteor, Time Travel
RADIOMANCER
Perk: You have set of clothing which works as a Hazmat suit with built-in wizard hat, protecting you from external radiation. It does not give you armour value, and ceases to function when damaged, though you know how to repair it.
Drawback: Constantly working with radiation has left your genetic code more like a genetic guideline. -4 to saves against mutations.
Cantrips:
1. You can produce or make disappear a Geiger counter, allowing you to measure the ambient radiation level. You can pass this device to others but you cannot produce more than one at the same time. If it leaves your sight it automatically disappears.
2. You can force radiation onto crystal, glass, liquid or gas, making it scintillate and emit light as a candle as long as you touch it.
3. You can determine the exact time of death of any organic thing through carbon dating
1- Photon Multiplier
2- Isotope Tag
3- Excitation
4- Suppression Field
5- Ionise
6- Radioscan
7- Contamination
8- Reactor Exhaust
9- Alpha Insertion
10- Cascade Effect
11- Annihilation
12- Emblem Spells
13- Pripyat Sunrise
14- Mutagenesis
FLORAMANCER
Perk: You can imbue spells into plants that you grow yourself.
Drawback: You must meditate each morning within sight of natural beauty. Even some mold growing on a rock counts. You must describe this to other players. Druids hate you.
Cantrips:
1. Permanently change the colour or form of a small plant.
2. Plants grow just a little bit better in a [level] mile radius around you. It takes at least a season to be noticeable.
3. You can sleep anywhere, in any position, with a few moments notice. You can set environmental conditions that will wake you, such as “sunrise” or “rain.”
Garden Wizard Spell List
1. Clarity
2. Woodbend
3. Dendrigraphy
4. Whirling Staff
5. Locate Animal
6. Magic Missile
7. Obedient Stone
8. Control Earth
9. Light
10. Sleep
11. Wall of Earth
12. Uproot
SOMNAMBULIST / SOMNAMANCER
Perk: When you dream you enter a plane called The Dream for the duration of your sleep. You are incorporeal in the Dream. It is similar in many ways to the area surrounding your body, but with uncanny differences. (No one has any skin. Everyone is replaced by animals. Every object is alive. There’s dirt all over the floor and on your hands its growing flowers.) Everyone in the party can meet in their dreams if they sleep simultaneously. You can make yourself wake up at any moment with a Will Save, even to avoid death.
Drawback: If you die in the dream you die in real life. Lol not really. If you die in the dream whatever killed you starts to feed off of your sleep and you can’t sleep for 1d6 days.
1. Sleep
2. Dream
3. Summon Slime
4. Summon Ooze
5. Summon Memory Slime
6. Summon Dream Eater
7. Dream Projection (Dream while your body is awake/bodyjump/kill someone who you meet in the dream)
8. Summon Dream Monster
9. The Altar of Oobilex
10. Sleep Thief
DREAM HOUSE
slime star crystal chrome rules
rules for the setting i've been working on.
CHARACTER CREATION
1. 3D6 STATS : The lowest of the three dice on each roll is that Ability’s Modifer. Add 10 to find its Ability Score.
2. DERIVED STATS:
Attack - STRENGTH for melee, SPEED for ranged
Defense - SPEED + ARMOR, if applicable
Health - Roll 1d8 + TOUGH
Inventory Slots - 6 + STR
Body Slot - Only 1, can be fitted with one cybernetic. Any further cybernetic augmentations must replace an existing body part.
Mind Slot - You can fit one psychic power or one Spelldrive into your mind slot. Some classes can gain more mind slots.
3. BODY / SPECIES / BACKGROUND
Roll a d10:
01 - Mutant (random mutation)
02 - Psychic (random psi power)
03 - Cyborg (random cybernetics)
04-07 - Human (extra item)
08 - Vat Clone (immune to disease)
09 - Abductee (alien language)
00 - Alien (alien power)
4. STARTING CLASS
Knight - Hi-Tech Melee Weapon, Ranged Weapon or Tool. Scrap Armor.
Warlock - Random Spelldrive (Spell, Perk, Drawback)
Wanderer - Stranger, Gunslinger
Lurker - Silent, Gas Mask
Marauder - Rage, Honed Weapon
Mechanist - Schematic, Tools
5. FACTION / ALIGNMENT / DOMAIN
Slime - Chaotic - Dream
Crystal - Chaotic - Simulation
Chrome - Lawful - Death
Star - Lawful - Judgement
6. GEAR
Roll on the Item table three times.
1d20 for item type and roll the corresponding table:
01-04 Food
05-08 Lo-Tech Tools & Junk
09-12 Lo-Tech Clothing + Armor
13-14 Lo-Tech Melee Weapons
15-16 Lo-Tech Ranged Weapons
17 Hi-Tech Tools + Junk
18 Hi-Tech Clothing + Armor
19 Hi-Tech Melee Weapons
20 Hi-Tech Ranged Weapons
You also start with a Scrap weapon of your choice, 10 bullets and enough food for two days. One player in the group always starts with a partially complete map of a space of their choice. (A dungeon, a wilderness area, a hex, a city.)
CHARACTER CREATION
1. 3D6 STATS : The lowest of the three dice on each roll is that Ability’s Modifer. Add 10 to find its Ability Score.
2. DERIVED STATS:
Attack - STRENGTH for melee, SPEED for ranged
Defense - SPEED + ARMOR, if applicable
Health - Roll 1d8 + TOUGH
Inventory Slots - 6 + STR
Body Slot - Only 1, can be fitted with one cybernetic. Any further cybernetic augmentations must replace an existing body part.
Mind Slot - You can fit one psychic power or one Spelldrive into your mind slot. Some classes can gain more mind slots.
3. BODY / SPECIES / BACKGROUND
Roll a d10:
01 - Mutant (random mutation)
02 - Psychic (random psi power)
03 - Cyborg (random cybernetics)
04-07 - Human (extra item)
08 - Vat Clone (immune to disease)
09 - Abductee (alien language)
00 - Alien (alien power)
4. STARTING CLASS
Knight - Hi-Tech Melee Weapon, Ranged Weapon or Tool. Scrap Armor.
Warlock - Random Spelldrive (Spell, Perk, Drawback)
Wanderer - Stranger, Gunslinger
Lurker - Silent, Gas Mask
Marauder - Rage, Honed Weapon
Mechanist - Schematic, Tools
5. FACTION / ALIGNMENT / DOMAIN
Slime - Chaotic - Dream
Crystal - Chaotic - Simulation
Chrome - Lawful - Death
Star - Lawful - Judgement
6. GEAR
Roll on the Item table three times.
1d20 for item type and roll the corresponding table:
01-04 Food
05-08 Lo-Tech Tools & Junk
09-12 Lo-Tech Clothing + Armor
13-14 Lo-Tech Melee Weapons
15-16 Lo-Tech Ranged Weapons
17 Hi-Tech Tools + Junk
18 Hi-Tech Clothing + Armor
19 Hi-Tech Melee Weapons
20 Hi-Tech Ranged Weapons
You also start with a Scrap weapon of your choice, 10 bullets and enough food for two days. One player in the group always starts with a partially complete map of a space of their choice. (A dungeon, a wilderness area, a hex, a city.)
star ooze chrome crystal world
INTRODUCTION
this is sort of my ongoing world page/gm-notebook. made a map for a new thing, sort of a weird science-fantasy apocalypse setting. there's cyborgs, mutants, technomagic, psychics, holograms, and aliens.
i kind of just banged out this rough hex-map and some rules which included classes, psionic powers, cybernetic parts for cyborgs, and mutations over the course of a couple of days.
then I got a concussion falling off of a skateboard and got minor memory loss (i'm fine now) which makes all of the themes of dreams, worlds with worlds, unreality, and bio-horror feel extra potent and freaky. life imitates art, i guess. anyway! my friend told me that the world could use an introduction to explain the idea and contextualize the hex-map, which makes a lot of sense because its sort of a confusing mess as it is.
the rules are a science fantasy hack that incorporate mechanics from Knave, Maze Rats, & the GLOG-o-sphere. The world is a post-apocalyptic wasteland split between 4 factions: Star, Ooze, Chrome, and Crystal. These four factions correspond to the color palette for the world and each one can be mined for plot hooks, NPCs, monsters, spells, and weird technology.
the world is probably a little closer to gamma world than a medieval fantasy D&D game, but technology is scarce enough that you'll still find plenty of mud-soaked peasants with swords, the swords will just be made of scrap metal from dead robots.
THE PUNISHING STAR, ??? (NAME UNKNOWN)
A cult formed around the worship of an enigmatic messiah that fell down from the heavens. The Cult of the Punishing Star believes in judgement by radiation.
Their knights are known by their blue armor and hazmat suits painted with one bright yellow star.
THE DREAM OOZE, OOBILEX
A cult worshiping the golden yellow ooze-god Oobilex. The Ooze and its cult enter an astral reality when they dream or submerge themselves in yellow slime.
Their knights are known by their black armor with large glass domes overhead. Inside they are made of ooze.
THE CHROME CYBERLICH, AMDUSIAS
The legions of cybernetically modified skeletons and undead husks follow the Cyberlich. The Cyberlich's followers use cryogenic technology to lie dormant and dreamless for centuries at a time and halt the aging process with cybernetic advancement. The Cult of the Cyberlich has conquered death and offers a new way of life to any who are willing to transform themselves in the image of immortal chrome perfection.
Their knights are known by their skeletal faces, chrome armor and red laser weapons.
THE CRYSTAL ONE, IRIDIUS
Iridescent Crystals can be used to enter a simulated reality. The cult of Iridius believes that the crystal reality is actually the real world and is trying to get everyone to leave this world forever and move on to the utopia that lies within the crystal reality.
Their knights are known by their pink hologram armor and floating crystals.
WHAT IS THE DREAM?
Followers of Oobilex believe in an alternate reality that is only accessible through dreaming or by absorption into special oozes which act as permeable membranous portals into the dream.
WHAT IS CRYSTAL REALITY?
Followers of Iridius use pink crystals to enter a collective simulation-world
This map is definitely unfinished, please forgive the shitty scanlines and half-finished photoshop hex labeling.
HEX KEY:
inspiration images:
i kind of just banged out this rough hex-map and some rules which included classes, psionic powers, cybernetic parts for cyborgs, and mutations over the course of a couple of days.
then I got a concussion falling off of a skateboard and got minor memory loss (i'm fine now) which makes all of the themes of dreams, worlds with worlds, unreality, and bio-horror feel extra potent and freaky. life imitates art, i guess. anyway! my friend told me that the world could use an introduction to explain the idea and contextualize the hex-map, which makes a lot of sense because its sort of a confusing mess as it is.
the rules are a science fantasy hack that incorporate mechanics from Knave, Maze Rats, & the GLOG-o-sphere. The world is a post-apocalyptic wasteland split between 4 factions: Star, Ooze, Chrome, and Crystal. These four factions correspond to the color palette for the world and each one can be mined for plot hooks, NPCs, monsters, spells, and weird technology.
the world is probably a little closer to gamma world than a medieval fantasy D&D game, but technology is scarce enough that you'll still find plenty of mud-soaked peasants with swords, the swords will just be made of scrap metal from dead robots.
THE PUNISHING STAR, ??? (NAME UNKNOWN)
A cult formed around the worship of an enigmatic messiah that fell down from the heavens. The Cult of the Punishing Star believes in judgement by radiation.
Their knights are known by their blue armor and hazmat suits painted with one bright yellow star.
THE DREAM OOZE, OOBILEX
A cult worshiping the golden yellow ooze-god Oobilex. The Ooze and its cult enter an astral reality when they dream or submerge themselves in yellow slime.
Their knights are known by their black armor with large glass domes overhead. Inside they are made of ooze.
THE CHROME CYBERLICH, AMDUSIAS
The legions of cybernetically modified skeletons and undead husks follow the Cyberlich. The Cyberlich's followers use cryogenic technology to lie dormant and dreamless for centuries at a time and halt the aging process with cybernetic advancement. The Cult of the Cyberlich has conquered death and offers a new way of life to any who are willing to transform themselves in the image of immortal chrome perfection.
Their knights are known by their skeletal faces, chrome armor and red laser weapons.
THE CRYSTAL ONE, IRIDIUS
Iridescent Crystals can be used to enter a simulated reality. The cult of Iridius believes that the crystal reality is actually the real world and is trying to get everyone to leave this world forever and move on to the utopia that lies within the crystal reality.
Their knights are known by their pink hologram armor and floating crystals.
WHAT IS THE DREAM?
Followers of Oobilex believe in an alternate reality that is only accessible through dreaming or by absorption into special oozes which act as permeable membranous portals into the dream.
WHAT IS CRYSTAL REALITY?
Followers of Iridius use pink crystals to enter a collective simulation-world
This map is definitely unfinished, please forgive the shitty scanlines and half-finished photoshop hex labeling.
HEX KEY:
| X | Y - DESCRIPTION / LANDSCAPE / ENCOUNTER / TRAP / TRICK / TRAVEL / TREASURE / HIDDEN |
|---|---|
| A | 01 - CRYSTAL STALKERS lie in wait for ambush. They are planning to suck a STAR KNIGHT into their simulation crystal and then assassinate or kidnap/ransom them. 02 - Some kind of unidentifiable building made out of massive curved BONE-like material. Perfectly flat shining metal doors can be found if searched but can’t be opened without lasers or other intervention: they are very durable and resistant to most things. 03 - Feral crystal-people stumble across the hills. 04 - A heavily irradiated river flowing through hills laden with crystals. 05 - CRYSTAL CITY. Largely empty. Everyone believes in the next life and are simply waiting to leave. You have no way of knowing for absolute certainty what happens if you enter the massive crystal in the sky. 06 - Irradiated woods, surrounding 3 tiny domes: a village, a derelict hydrofarm, a Star-Fort. 07 - Pink stone cliffs and an irradiated forest valley. Holo-Knights in the Holographic-Fortress on the cliffs skirmish with Star Knights besieging their fortress. 08 - Irradiated swamp, a ruined white bone factory hidden deep inside. Star Knights hunt for mutants in the area. Inside the factory: feral irradiated beasts and a hidden level where a Mutant Radiamancer grows hydroponic vegetables and builds weapons to fight the Star Knights. |
| B | 01 - Dust fields. Cyberdead hide under the ashen-dust. 02 - Domes made out of white BONE and CHROME. Inside, cybernetic zombies with picks for arms mine for precious metals. Parts of the mine have been abandoned to squatters, under-worms, other beasts and troglodytes. 03 - Crack grey clay-fields. A yellowing building sinking into the mire. Inside: an aging Ooze Barbarian lord commands a small but strong group of warriors as they attempt to take back their ancestral home from the cyberdead invaders and Chrome-Knights inside. 04 - A heavily irradiated river flowing through hills laden with crystals. Undead irradiated Star Knights lie in wait under the water. 05 - A heavily irradiated river flowing through hills laden with crystals. A caravan of mutants protected by a Holo-Knight trek along the river across the pink hills. They were recently attacked by Star Knights. They want to trade and exchange information about the area. 06 - Dead City - The only people who can live here are cyberdead, cryosleepers, Radiamancers, Star Knights and ones with gas masks. Its a wretched hive of scum and villainy. 07 - Cyberdead Graveyard. Thousands of abandoned cryosleep chambers. Some sentient undead, others feral. A Cyborg Cryomancer performs experiments in the cold white halls of his fortress. 08 - Cryopod Temple. A sleeper of inconceivable power being studied by cyberlich’s scientists. |
| C | 01 - Bone Fortress. A half-dozen necromancers and 30 augmented corpse-guards. Inside: cyberware, schematics, spelldrives, hi-tech weapons, map data leading to cryopods. 02 - Jagged Glacial crabs. They have massive frozen shells like frosted glass, or icebergs, creeping along thousands of tiny chrome legs. Each one is a mile long. They skitter about very slowly. 03 - An irradiated lake surrounded by crystal sands. A village on the shore. An island in the center of the lake, actually the tip of a dome under the water. Inside: a hidden cloning facility run by Crystal-People. 04 - Slime Pits. Yellow-grass fields full of vast pools of shiny black slime. You can walk across it or sink into it if you try to. Its sort of like Jello. A permeable membrane into tunnels. The tunnels are maze-like and difficult to navigate. You can find 3 things while wandering there: Slugs and Oozelings living in collective homes, A Psychic Under-worm, Star Knight Judges looking for pariahs to slay or convert. 05 - Yellow-fields. Hulking herbivore quadrupedal slime-moose graze lazily over the peaceful petal-grass. An Ooze-Knight shepherd watches them closely and will defend them from any attackers. He is also looking for help stealing from a Warlock in Hex D-07 06 - Punishment Temple. 16 Star-Knights, 1 (secretly agnostic) Astromancer. A part of the building was constructed from derelict spaceship parts and functioning rare machine components are housed deep in its hidden Reliquary. The building is basically a prison full of mutants, slug people, and anyone else who refused conversion but wasn’t killed. 07 - Rocky moors flooded with irradiated rain. Star-Knight Scout troopers patrol the moors hunting for mutants. Mutants are led by a Pyromancer and have a hidden hideout under a rock. They want to break their buddy out of the nearby prison of the Punishment Temple. 08 - Dust fields. A dead Warlock with 2 spell-drives is buried in an grave on top of a hill of white ash under a dead tree. |
| D | 01 - Bone mountains poke out of ancient garbage fields made of shredded plastic and metal. Lair of a freak biomancer. Small new organisms crawl about on uneven numbers of legs devouring trash. 02 - Bone mountains poke out of slime. A family of slugs trek up and down one of the mountains from a burrow near its summit where they are repairing their home after it was recently devastated by attacking Star-Knights. They want revenge and will offer you their ancient ancestral weapons if you psychically promise to use them to slay their foes. 03 - Black Prism Domes poke out of the pink stone mountains. The inside was once a bunker which was compromised and irradiated. The Bunker-Dome has a couple of havens of mutants still living inside it, but it is largely overgrown and infested with feral cyberdead, Star Knights searching for technology and mutants, and feral Cyrogenic dreamers. 04 - Irradiated lake. A fishing village of mutants/peasants heavily policed by the Star-Knights sits along the lake. 05 - Irradiated woods surround a chemical lake where cyberdead are building a cryopod fortress. 06 - A huge chrome-shelled beetle stalks the irradiated jungle. Hidden in the canopy is the suspended hut of a Cyborg Necromancer who controls the beetle. The Star Knights want it dead. The Necromancer wants dead Star Knights. 07 - Slime coats the yellow ground. A Tower on long stilted legs creeps across the muck. A Neuromancer lives inside, 08 - Slime ponds. A sleepy town ruled by a peaceful Somnambulist Ooze. |
| E | 01 - Chrome structures dot the landscape, inside are peasants and mutants who have paid the cyberdead exchange for protection from the Star Knights. 02 - An Astromancer is hiding in a the skull of a dead beast. Cyberdead are all around. At night, portals open in the sky. 03 - Slime Fortress on a bone-mountain. The Fortress is a safe haven and an entrance into the dungeon below which is full of cyberdead, laser-beasts, radiation and elaborate tunnels. 04 - A Holo-Knight treks across the white-bone sand desert looking for the Astromancer who stole his crystal. 05 - More empty streets and houses full of Crystal-People. Holo-Knights protect them. 06 - Pink smoke suffuses the atmosphere in a dome. Star Knights and feral cyberdead are attempting to besiege it. 07 - Temple of Somnambulists on a yellow hill. 08 - Yellow hill. Mutant knights hunt a dream beast which has taken form. |
| F | 01 - A small village near the road in the cold hills. Swirling faintly kaleidoscopic pink smoke covers the empty streets. Everyone in their houses are either dead or in their own personal Crystal Reality. 02 - Star Knights have rigged a set of valuable power crystals to to judge their users and surveil them. If you use one, an ambush will emerge. 03 - Cyberdead harvesting dead crystal-people for organs. A nearby Necromancer sells replacement organs and cybernetics in exchange for memory crystals. 04 - A newly awakened crystal-person is horrified to be out of their simulation and will attack you on sight. It wants to go back or it wants to die. 05 - Island of irradiated jungle surrounded by a desert of white sand. Holo-Rebels hide in the dunes scouting out the Star-Tower on the island. They will pay you for any information and for the head of the brutal Knight who killed their brother. 06 - Bone Towers rising out of pink smoke. 07 - Cracked clay fields. A tower of silence guarded by cyber-vultures. They bring the corpses of cyborgs here and pick them clean to harvest their parts. If you can get past the vultures there’s a trove of multiple cybernetic enhancements, parts and schematics. 08 - Yellow-grass moors. Slime drips onto the landscape from a weird floating chrome warehouse-like building suspended at cloud-level by long metal poles. It’s always night underneath its shadow and the yellow-fields are stalked by slime-devouring vampiric beasts. The cave of the terrifying Obsidian Beetle is burrowed in the side of the warehouse and drips slime. |
| G | 01 - Bone-white plains of stone, feral cyberdead hunt at night. A small hut carved into the ground. Inside: an old cyborg. Will trade his old laser-glaive for some cryo-gas. 03 - Irradiated lake. Cyberdead run boats and drag the lake looking for bodies, fighting the lake-monsters. Under the water there is a sunken vessel with schematics and a random spell drive. 05 - Star-fields. Irradiated, lots of craters and rubble. Hidden: in one crater, a Star-Knight laboratory where they are experimenting on a powerful Psychic. Star-Knights patrol the border. 07 - Slime people in bone buildings. Ooze Fortress. |
inspiration images:
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